The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Bibliotheca ludus, 2023-01-14 04:24:52

The Authority

The Authority

PAGE 199 G a m e M e c h a nic s CALLED SHOTS An attacking character may opt to suffer an unfavourable difficulty modifier to hit in exchange for a Called Shot that provides some special advantage. For example, a Called Shot may ignore Armour (by attacking a small, unarmoured spot) or strike a vital point, infl icting greaterthan-normal damage results. Players must specify a Called Shot before rolling the dice. CALLED SHOT — DISARMING A character may attempt to shoot or knock a weapon out of another person’s hand. If using a ranged attack, this requires an attack at a -8 penalty. If the attack hits and the opponent fails his or her Defence check, the character knocks away the weapon (probably damaging it). If using a melee weapon or unarmed attack to disarm, the character only suffers a -4, but the target may make a Body Stat check to retain control of the weapon. If the Body Stat check succeeds, the weapon’s user still suffers a -4 Check Value penalty on his or her next action with that weapon (since it is off balance), but he or she retains control of it. CALLED SHOT TO PARTIAL ARMOUR Some armour may provide partial protection, like a fl ak vest only protecting a person’s torso. An attack aimed at a thin or unarmoured area suffers a -4 Attack check penalty and ignores the effects of the armour if successful. CALLED SHOT TO VITAL SPOT A character attacking a living being can specify he or she is aiming for a vital spot (heart, brain, spine, etc.) rather than simply shooting at the centre of mass as usual. He or she suffers a -8 Attack check penalty, but, if successful, the attack infl icts full, 100% damage. If the character rolls a natural 2 on this Attack check, subtract 6 from his or her dice roll for determining the effects of the critical hit (see page 207). CALLED SHOT TO WEAK POINT If the character knows his or her enemy has a Weak Point Defect (page 188), a Called Shot can be made to hit it in combat. The Attack check penalty depends on the size of the Weak Point: a tiny spot gives a -6 penalty; a small spot gives a -4 penalty; and a large spot gives a -2 penalty. COMBINED ATTACKS Sometimes, characters will fi nd themselves facing an extremely tough opponent whose Armour or Force Field is tough enough to prevent the characters from infl icting harm. In these situations, characters will often coordinate their attacks, attempting to strike the same point at the same time in the hopes of overwhelming the target’s defences. For each character attempting a combined attack after the fi rst, the attackers each suffer a -2 penalty to their Attack check. Each character must hold his or her attack until the slowest character’s Initiative (or later) before launching the attack. Each character makes an Attack Combat check to see if he or she hits the target. If the character hits, determine how much damage is infl icted by the attack normally (see page 206). All successful attackers combine their damage values into one total and this amount is infl icted upon the target as if from one attack. If one attack fails to hit with the combined attack penalty but otherwise would normally hit, the character still hits the target but does not successfully coordinate with the other characters. Naturally, if only one character coordinates, a combined attack does not occur. The character determines how much damage is infl icted but reduces the damage delivered by two ranks (minimum of 0% damage). If the character misses, no damage is delivered. The target of a successful combined attack may avoid all damage from the attackers’ combined effort with a single Defence Combat check. If he or she is successful, all damage from the combined attack is avoided. A penalty of -1 is applied to the roll for each opponent who successfully participates in the combined attack. Any failed combined attacks, however, must be defended against separately. EXTRA AIM A character making a ranged attack may deliberately take extra time to aim. If a character aims a ranged weapon for an entire round and does not move or Defend during that period, he or she receives a +2 Attack check bonus, or +3 if using a scope. If an aiming character chooses to make a Defence check or suffers any damage before he or she can fi re, the character loses the benefi t of Extra Aim. STRIKING TO INCAPACITATE A character attacking in hand-to-hand combat or with a blunt melee weapon may attempt to knock a surprised opponent unconscious. The target of the attack must be unaware of the attack to be vulnerable. The attacker makes his or her Attack Combat check with a -6 penalty. If the target suffers any damage (after all defensive Attributes are applied), he or she must make a Body Stat check. If the target succeeds on this Body check, he or she maintains consciousness. If the target fails this check, however, he or she falls unconscious. Damage infl icted by an Incapacitating Strike is then divided by 10, rounding down. For example, Jack Hawksmoor wants to capture a villain’s henchman so he strikes to Incapacitate. His punch normally inflicts a maximum of 69 points of damage. He rolls to hit with a -6 penalty and successfully hits (and luckily inflicts maximum damage), forcing the target to make a Body Stat check. Regardless of whether or not he remains conscious, the henchman takes 6 (69÷10=6.9, rounded down) points of damage from the blow. STRIKING TO WOUND A character in combat can elect to reduce his or her delivered damage below the normal damage value to a minimum of 1 point (known as striking to wound). He or she may not attempt this with attacks possessing the Area Effect, Auto-Fire, or Spreading Ability, or the Maximum Force Defect, however.


PAGE 200 G a m e M e c h a nic s THROWING HEAVY THINGS A character with the Superstrength Attribute (or a high Body Stat) can lift heavy things — up to 10% of his or her maximum capacity — and throw them to deliver damage. It takes one action to grab and lift a large, awkward object, and another to throw it. Consequently, throwing objects is slower than fi ring most weapons. The advantage of throwing an object is that big things are harder to dodge than smaller ones. The GM should assign objects a number of BP of Awkward Size based on their size and mass; see Awkward Size on page 175. Defence Combat checks suffer a penalty of -1 for each BP of Awkward Size of the object thrown (or equivalent). Damage delivered to both the target and the thrown object is equal to the attacker’s Combat Value, plus bonuses for Superstrength and Massive Damage, plus 10 for each BP of Awkward Size Defect of the thrown object. TOTAL ATTACK A character can take this option in conjunction with an attack. It means he or she focuses completely on an offensive action with no thought given to defence. The character may opt to forfeit one defence action to perform a Total Attack, gaining a +2 bonus to his or her Attack check. Only one defence may be forfeited per attack, though a character with both the Extra Attacks and Extra Defences Attributes can initiate more than one Total Attack each round. TOUCHING A TARGET Some Attributes require a character simply touch his or her target. It is much easier to just touch a person than it is to physically strike him or her with enough force to cause damage. Thus, any character who is simply attempting to touch an opponent gains a +6 bonus to his or her Attack check. Touching a specifi c part of a target’s body may require a Called Shot (page 199). This assumes the character is simply attempting to make physical contact with the target. If prolonged contact is required, the target must either be willing or the character must grapple the target (see page 201). TRICK SHOTS Some characters are known to make trick shots (such as ricocheting weapons or energy blasts off several walls before striking the target, or even pulling off a dazzling feint). Trick shots make the attack much harder to defend against, but likewise it is harder for the attacker to successfully hit. If the attacker takes a voluntary penalty to his or her Attack Combat Check Value, refl ecting the diffi cult nature of the trick shot, the defender will suffer the same penalty to his or her Defence Combat Check Value. TABLE 4-3: TRICK SHOT MODIFIERS Attacker’s Defender’s Trick Shot Penalty Penalty Degree of Diffi culty To Hit To Evade Fancy Trick Shot -2 -2 Challenging Trick Shot -4 -4 Complex Trick Shot -6 -6 Diffi cult Trick Shot -8 -8 Fantastic Trick Shot -10 -10


PAGE 201 G a m e M e c h a nic s GRAPPLING Instead of striking to infl ict damage in melee combat, a character can attempt to grab someone and pin him or her. This is a grappling attack, and a character must have at least one empty hand free. Grabbing a small, inanimate object not in an individual’s Sphere of Control (see page 213) does not require a full action. Game Masters resolve a grappling attempt like a normal attack, using the Unarmed Attack (Grappling) Skill, if applicable. If the attack hits and the target’s defence (if any) fails, then the attacker successfully grabbed his or her opponent. The target of a grappling attack defends by making a Defence Combat check, using the Unarmed Defence (Grappling) Skill, if applicable. The attacker gains a grappling advantage if he or she has more free hands than the defender. “Free” means not holding weapons or other objects, or not otherwise incapacitated. In this case, the defender suffers a cumulative -2 Attack or Defence check penalty for each free hand the attacker uses to grapple in excess of the number of free hands the defender is using. The maximum penalty assigned for this disadvantage is -8. For example, if Apollo (two hands) tries to escape from the grasp of a mutant Martian lizard (four hands), he suffers a -4 Defence check penalty (4-2 = 2; 2 x -2 = -4). If the Martian lizard is holding an object in one of its four hands, however, Apollo only suffers a -2 Defence check penalty (3-2 = 1; 1 x -2 = -2). Characters with the Elasticity Attribute (page 111) gain a bonus to attempts to grapple. The attacker can hold a grabbed character relatively stationary. The target suffers a -4 penalty on all Attack and Defence checks when performing most melee attacks or defences (including grabbing, biting, kneeing, etc.) or -8 when attempting to perform other tasks requiring freedom of movement like using hand-held equipment. Exception: if the grabbed character is much stronger (or more agile, at the GM’s discretion) than the opponent, his or her penalty is halved, and the character can still move freely. The GM may consider a character much stronger if his or her Body Stat is at least four Levels higher or if the character has Superstrength at a higher Level. For this purpose, each Level of Less Capable (Strength) counts as a -3 to Body. Thus, a small child (Body 2) could not stop a strong man (Body 6) from pinning him or her while the strong man would be able to move freely if grabbed by the small child. It is, of course, possible for one character to grab an opponent who then grabs the character in return (this is what often happens when grappling). GRAPPLING MANOEUVRES Once a character grabs an opponent, he or she can attempt a grappling special manoeuvre (Lock, Throw, or Pin) as his or her next attack. LOCK Instead of attacking normally, a character who (on a previous attack) successfully grabbed his or her opponent can choke, crush, or strangle that foe. This attack automatically hits and infl icts damage equal to the character’s Combat Value plus bonuses from Superstrength and Massive Damage. THROW Instead of attacking normally, a character who has already grabbed an opponent and is standing can hurl the foe to the ground. A character must make an Attack check at a +4 bonus, modifi ed by the Unarmed Attack (Throws) Skill, if applicable. If successful, the opponent receives a Defence check, using the Unarmed Defence (Throws) Skill, if applicable. A throw delivers damage equal to the Attack Combat Value plus 5 additional points of damage (as well as bonuses from Superstrength). Additionally, if the defender fails his or her Defence check, the attacker may throw the character out a window or off a ledge, and the GM can assign extra damage based on the situation. If the attacker throws the opponent at another enemy, the target must make a Defence check or suffer equal damage as well. A throw normally breaks the grip on the target unless the attacker attempts to maintain a hold and succeeds in a check with a -4 penalty (which must be made whether the throw is successful or not). PIN A character who has grabbed someone may attempt to improve his or her hold during the next attack by completely immobilizing the opponent in a pin. Game Masters may treat this manoeuvre the same as the first grab attack. If the attack succeeds and the opponent fails to defend, then the foe is pinned, usually under the weight of the attacker’s body. Attackers may not attempt a pin if the opponent is much stronger (see earlier for defi nition of much stronger). Once a character pins an opponent, the target suffers a -6 penalty on checks when attempting to escape. A pinned character cannot attack or defend. BITING Since biting does not require the use of hands, it is an effective tactic when a character has either grabbed or been grabbed by an opponent. Game Masters should treat this as a normal attack that infl icts only one half of the Attack Combat Value in damage (round down), unless the aggressor is using a Natural Weapons Attribute (Fangs, Beak, or Mandibles). ESCAPING A grabbed character may attempt to struggle free. On the character’s Initiative to act, he or she can attempt to escape instead of attack. Both characters roll a Body Stat check, using the Unarmed Attack (Grappling) Skill, if applicable. The character with the highest degree of success (or least degree of failure) wins. If the grabbed


PAGE 202 G a m e M e c h a nic s character wins, he or she escapes, and may also attack or take another action. If the characters tie, the grabbed character escapes, but forfeits his or her current action. If the grabbed character loses, he or she is immobilized and forfeits one attack action and one defence action that round. If a grabbed character chooses to attack the person who grabbed him or her (with appropriate penalties) and inflicts damage equal to or greater than his or her foe’s Body Stat, he or she escapes the grab. FIGHTING FROM THE GROUND Fighters thrown to the ground or who are otherwise forced to fi ght from a prone position defend and make all attacks at a -4 penalty. DISARMING VIA GRAPPLING A character can try grabbing an opponent’s weapon instead of the opponent’s body. He or she makes the attack at a -2 Attack check penalty. The opponent earns a +2 bonus to the Defence check if holding onto the weapon with two or more hands. A successful attack might dislodge the weapon, but the defender is allowed a Body Stat check to maintain his or her grip. If the defender fails, he or she drops the item; if successful, the defender is at a -4 penalty to use the weapon until the end of his or her next action (after which time, the defender can use the weapon without penalty, unless the attacker attempts another disarm manoeuvre). MOVEMENT IN COMBAT The GM decides whether he or she wishes to keep detailed track of movement, ranges, and distances. In most closein combat situations, GMs should not worry about exact speeds and distances — a general idea of the overall situation is sufficient. Alternatively, GMs can measure ranges in a more abstract fashion: “you’re behind him and in melee range” or “you can reach her in three rounds, if you hurry.” The GM should judge how quickly range shifts from rulesderived speeds to speeds determined by dramatic necessity. For example, in a race between two opponents with equal speeds, the GM can allow the character who keeps winning Initiative to increase the gap gradually between him or her and the other runner. A good way to resolve long distance chases is for the GM to establish a certain number of combat rounds between the starting point and the goal. It then becomes a simple matter of reaching the target fi rst. If the GM wishes to keep precise track of movement and distances, assume an average human adult can sprint approximately 6 metres per round times his or her Body Stat over short distances (one metre times Body Stat if swimming or crawling). The speed is reduced when a character is running a long distance. This guideline assumes fi ve seconds per round, but the GM can modify exact speeds when necessary. JUMPING GMs can allow characters to jump as far as seems dramatically appropriate for the game. If distance is important, a person can jump about two metres forward, or one up or back, with range doubled on a short running start. A successful Body Stat check allows a fast (60+ kph) moving character (or vehicle) with a running start to jump, in metres, one-quarter of his or her current speed in kilometres per hour — an average character can reach 5 kph times his or her Body. A failed Stat check means the character falls short. A wheeled or tracked vehicle or a boat can only jump if it has a ramp. MOVEMENT ATTACK PENALTIES When a character is moving in combat, he or she may incur penalties to Attack and Block Defence checks. The penalty incurred depends on how quickly the character is moving relative to his or her maximum movement ability. The following chart indicates the movement rates and penalties incurred. For a normal character who does not have or is not using a superhuman Power to move (Speed, Flight, Water Speed), the character’s movement rate is dictated by his or her Body Stat, as outlined in the Normal Character column. Characters who are using a movement Power refer to the Movement Attribute column to determine their rate of movement. If a character is sprinting, he or she incurs a -4 penalty to Attack and Block Defence checks. If the character is running, he or she incurs a -2 penalty on Attack and Block Defence checks. Characters who are jogging do not incur penalties. Additionally, characters do not incur penalties when attempting Parry/Dodge Defence checks regardless of their speed. GMs do not need to keep exact track of movement rates unless they wish; they may simply keep movement abstract. TABLE 4-4: MOVEMENT-RELATED COMBAT PENALTIES Normal Character Movement Attribute Penalty Jogging up to Body x 4 Up to Maximum no penalty metres per round Attribute Level -2 Running Body x 5 Maximum -2 metres per round Attribute Level -1 Sprinting Body x 6 Maximum Attribute Level -4 metres per round


PAGE 203 G a m e M e c h a nic s TABLE 4-5: ATTACK CHECK MODIFIERS Attack Situation Modifi er Attacker is: Taking an action to aim ..............................................................................+2, or +3 with scope Attacking Multiple Targets with one action .......................................0, -2, or -4 per additional target Attacking with two weapons (same target) ............................................................... -8 Attacking with two weapons (different targets) ....................................................... -12 Attempting a Combined Attack ............................................................-2 per attacker after the fi rst Attempting to Touch the Target ...............................................................................+6 Making a Total Attack ..............................................................................................+2 Firing personal weapons from a moving vehicle ................................................... -2 or -4 Firing personal weapons while piloting a vehicle ...................................................... -8 Firing personal weapons while swimming or performing acrobatics ....................... -4 In an awkward position (on the ground, etc.) ........................................................... -4 Attacker is Attempting a Trick Shot: Fancy Trick Shot ....................................................................................................... -2 Challenging Trick Shot ............................................................................................. -4 Complex Trick Shot .................................................................................................. -6 Diffi cult Trick Shot ................................................................................................... -8 Fantastic Trick Shot ................................................................................................. -10 Attacker is: Jogging: At Body Stat x 4 metres per round or lower ........................................ no modifi er Running: At Body Stat x 4 to Body Stat x 5 metres per round .................................. -2 Sprinting: At Body Stat x 5 to Body Stat x 6 metres per round ................................. -4 Jogging: At two Levels below maximum Attribute movement rate ................... no modifi er Running: At one Level below maximum Attribute movement rate .......................... -2 Sprinting: At maximum Attribute movement rate ................................................... -4 Attacker is Attempting a Called Shot: Disarming (with melee attack) ................................................................................. -4 Disarming (with a ranged attack) ............................................................................. -8 Targeting a partially armoured point ....................................................................... -4 Targeting a vital spot ................................................................................................ -8 Targeting a Weak Point ...................................................................................... -2, -4, or -6 Target is Moving at: up to 99 kph (Flight 1 or 2) ............................................................................... no modifi er 100 to 499 kph (Flight 3; Speed 1) ............................................................................ -2 500 to 999 kph (Flight 4; Speed 2) ............................................................................ -4 1,000 to 4,999 kph (Flight 5; Speed 3) ...................................................................... -6 5,000 to 9,999 kph (Flight 6; Speed 4) ...................................................................... -8 10,000 to 49,999 kph (Flight 7; Speed 5) ................................................................. -10 50,000 kph or more (Flight 8+; Speed 6+) ............................................................... -12 Target beyond melee range, and: Concealed by trees or brush ..................................................................................... -2 Concealed by darkness, fog, or smoke ...................................................................... -4 Taking cover ......................................................................................................... -2 to -6 Range Modifi ers: Attacking at up to twice range .................................................................................. -4 Attacking at up to fi ve times range ........................................................................... -8


PAGE 204 G a m e M e c h a nic sFIRING WEAPONS FROM MOVING VEHICLES Characters who are inside a fast-moving vehicle fire their weapons at a penalty. Firing weapons when moving at moderate speeds incurs a -2 penalty, while moving very quickly earns a -4 Attack check penalty. Game Masters should impose an additional -4 penalty for characters also piloting the vehicle while fi ring. ATTACKING MOVING TARGETS Attempting to hit a target that is moving at exceptional speeds is very challenging. When attempting to hit a target that is moving quickly, the character suffers an Attack Combat check penalty. See Table 4-5: Attack Check Modifi ers for the appropriate penalty based on the target’s speed. ATTACK CHECK MODIFIERS The GM may impose appropriate modifiers when the players make an Attack check. An attack action normally assumes characters are engaged in active combat — dodging enemy attacks, making quick strikes when the opportunity arises, moving about, etc. The GM should not apply any penalties for this sort of normal combat-related activity. If circumstances are such that a character’s aim or concentration seems likely impeded (such as shooting someone whom the character cannot clearly see or attacking a foe while hanging upside down), the GM may assign penalties to the Attack check. Likewise, in stress-free situations (such as whacking an immobile victim, or target range shooting with nothing riding on the outcome), the GM can apply favourable bonuses or assume automatic success. A number of possible penalties or bonuses are described on Table 4-5: Attack Check Modifi ers. The GM may adjust or ignore these modifi ers if he or she prefers. NON-COMBAT ACTIONS Rather than taking an offensive action during any combat round, a character may use a non-combat action on his or her Initiative. Such actions include untying a rescued captive, running, changing weapons, climbing into or out of a vehicle, writing a note, changing clothes, etc. Players may also use non-combat actions to safely withdraw from melee combat, provided the opposition does not attack at a later Initiative number in the same round. Note that speaking a few words during combat, running about while attacking, or making a short dramatic speech does not constitute an action. A non-combat action may succeed automatically, or the GM can require a Stat check, or Skill check to determine whether it succeeds. Some non-combat actions may require several rounds to perform at the GM’s option. OTHER ACTIONS Some activities do not count as attack or non-combat actions. A character can perform all of the following activities in addition to an attack or non-combat action: • Move a short distance or manoeuvre his or her vehicle. • Say anything that fi ts within the span of 1-10 seconds. • Perform Defensive Actions in response to any attacks against him or her. Note that if the character performs more than one Defensive Action in a round, subsequent Defensive Actions after the fi rst (or later, if he or she has the Extra Defences Attribute, page 114) in the same round suffer penalties. DEFENCE If a character is the target of a successful attack, he or she may attempt to defend against it with a Dodge/Parry Defence (avoiding the attack by moving out of the way, or using a weapon to push the attack to the side or “offline”), a Power Defence (see page 215), or a Block Defence (interposing an object between the attack and the target). Defensive actions are not dependent on Initiative order but resolved immediately after the attack before the attack damage is calculated or revealed. To successfully defend, the player must roll less than or equal to the character’s Defence Combat Value. Each character can attempt a defence only once against a particular attack (including grapples). A character may defend against more than one attack in a round, but with an appropriate penalty to each Defence after the first (unless the character has the Extra Defences Attribute; the penalty then applies to each defence after the fi nal bonus defence). Should the opponent not defend (perhaps in anticipation of a more powerful attack still to come), he or she cannot change that decision later in the round. When defending against multiple attacks in a single round, each defence after the first incurs a cumulative Check Value penalty of -4: -4 for the second defence, -8 for the third, -12 for the fourth, etc. This means that even the greatest fighter may be overwhelmed if badly outnumbered. Remember to include all relevant Attribute, Skill, Defect, and difficulty modifiers. If successful, the defender blocks, dodges, or otherwise negates the attack, and may avoid all damage (see Margin of Success). MARGIN OF SUCCESS The degree by which someone avoids an attack depends on how well a character defends against it. To completely defend against an attack, the player must score a Margin of Success equal to or greater than the attacker’s Margin of Success on the attack check. If successful, the defender blocks, dodges, or otherwise negates the attack completely, and suffers no damage. If the defender makes a successful defence combat check but scores a lower Margin of Success than the


PAGE 205 G a m e M e c h a nic s attacker’s Margin of Success, then the defender partially avoids the attack and only suffers half damage (rounding down). This reflects the character successfully blocking a punch but still taking some damage (perhaps blocking the blow with an arm), or someone who dives through a window to avoid being shot, etc. If the defender fails his or her defence combat check completely, then he or she does not avoid the attack and suffers normal damage. DEFENCE SKILLS For games that use individual Skills, use the following guidelines. When a character defends against a ranged attack, the relevant Skill is Ranged Defence. For a handto-hand or other melee-ranged attack, the relevant Skill is either Unarmed Defence (if the character is dodging, or blocking the attack with his or her body), or Melee Defence (if the character is using a weapon to parry or block). PILOTING DEFENCE If a vehicle is the target of an attack, its driver or pilot makes the Defence checks. If a vehicle is unable to manoeuvre (trapped in a confined space, for example) the GM may rule that it cannot defend at all. Likewise, a vehicle cannot normally defend against attacks made by a character who is riding in or on it. CRITICAL FAILURE A Defence Combat check of a natural 24 is an automatic failure, regardless of the modifi ers. In this case, the GM may decide the character automatically suffers full damage from the attack or perhaps even double full damage. BLOCK DEFENCE Rather than attempting to avoid an attack with a Dodge/Parry Defence, the character may instead choose to block the attack with a shield or other suitably large and resistant object (a Block Defence). When a character attempts to block, he or she gains a +2 bonus to his or her Defence Combat check. If successful, the character has interposed the object in front of the attack. The object’s Armour Rating provides protection to the character. Thus, a plank of wood can be used to block a powerful energy blast but, if the attack does more damage than the wood’s Armour Rating, it will still strike the character, infl icting reduced damage. See Breaking Objects (page 252) for suggested Armour Ratings of common items or Table 5-5: Armour and Protective Devices (page 238) for shields. If the attack delivers fi ve times the object’s Armour Rating, the object is destroyed. Characters may only attempt to block melee or unarmed attacks unless they have the Block Ranged Attack Combat Technique (see page 102). INDEFENSIBLE ATTACKS A character may not attempt a Defence check if he or she is unaware of the attack, unable to move, or is struck with a Critical Hit (see page 207). TOTAL DEFENCE A character can make fewer offensive or non-combat actions in a round to improve his or her chances of avoiding an attack. Instead of attacking or engaging in another activity, he or she concentrates completely on defence. A character performing a Total Defence may still move normally, but may not attack or take non-combat actions; the character is dodging and weaving, parrying frantically, ducking, and hiding. The character receives a +2 bonus to all Defence checks for each attack sacrifi ced. This lasts until the character acts again next round. Additionally, a character who is employing Total Defence reduces any Knockback suffered (see page 146) by half, representing the character bracing for the attack. Total Defence is a good tactic for anyone retreating, or someone buying time until his or her allies arrive. DEFENDING OTHERS A character can defend the target of an attack in three ways: by pushing/pulling him or her out of the way, by interposing an object (such as a shield, or the character’s body) between the target and the attacker, or using an Attribute. The first two methods are described below, while the fi nal method is detailed under Defending With an Attack (page 215). The first option, pushing or pulling (or grabbing a target as the character fl ies by), is similar to a Dodge/Parry Defence. The character uses a defence action, and rolls a defence check. It is difficult to defend someone else, however, and the attempt usually suffers a significant penalty (see Table 4-6). Obviously the action has to make sense — if the character has no way to reach a target, he or she cannot defend the individual. TABLE 4-6: DEFENCE CHECK MODIFIERS Defence Situation Modifi er Dodge/Parry Defence No Modifi er Block Defence +2 Total Defence +2 per attack sacrifi ced Defending Against -4 per Additional Attacks additional attack (cumulative) Defending Against -8 Undetectable Assailant Defending When Surprised Defence Check Not Possible Defending Against Critical Hit Defence Check Not Possible


PAGE 206 G a m e M e c h a nic s To shield another person is akin to a Block Defence. Like any other Block Defence, the character gains a +2 bonus to his or her defence combat check, and must have the Block Ranged Attacks Combat Technique in order to defend against ranged attacks. A character can Block for another person with a Shield, weapon, extendable Force Field, or simply by standing in the way and absorbing the brunt of the attack. If the character is out of defence actions, however, he or she normally cannot attempt to defend another (although in dire situations a GM might allow the character to make a roll with the normal cumulative penalty for additional defences, plus any other modifi ers). DAMAGE Characters suffer damage through combat, accidents, or other hazards. Damage ratings indicate the maximum amount of damage that an attack can infl ict. The target character subtracts any damage infl icted from his or her Health Point total if the attack successfully penetrates Armour. AMOUNT OF DAMAGE INFLICTED Each attack has a Maximum Damage Rating, which is equal to the base damage of the attack (which includes a weapon’s damage value) plus any bonuses from Massive Damage and Superstrength, as is appropriate for the attack. When the character successfully strikes an opponent, he or she rolls on Table 4-8: Damage Percentage to determine the amount of damage the attack infl icts (always round fractions up). The character’s Attack Combat Value, a refl ection of the balance between Body Stat (force of the blow and manual dexterity), Mind Stat (knowledge of a body’s vulnerable areas), and Soul Stat (determination and luck), is added to that value to determine how much damage is infl icted upon the target. The Maximum Damage Rating for normal, unarmed attacks by characters lacking Superstrength and Massive Damage is zero — the only damage delivered is equal to the character’s Attack Combat value (do not roll on Table 4-8). For a Special Attack with the No Damage Disability (page 149), it is still important to determine the damage percentage, since the result determines the effectiveness of the attack’s other Attack Abilities. Characters may choose to infl ict less damage than the dice roll indicates, if they desire. Thus, a heroic character who scores a crushing blow against an opponent on his last legs can reduce the damage infl icted to ensure that he does not kill the villain by mistake, rendering him unconscious instead. Some effects reduce the percentage of damage delivered by one or more ranks. Each rank of reduction reduces the damage delivered by 25% to a minimum of 0% damage, though the attacker’s Attack Combat Value is still added to this result. If an attack delivers a percentage of damage, such as a Special Attack with the Burning Ability (page 144), the percentage of damage is based on the Base Damage of the attack, not on the amount of damage that the successful attack infl icts upon the target. If an attack infl icts multiple hits, such as Special Attacks with the Auto-Fire Ability (page 144), each additional hit infl icts the same percentage of damage as the fi rst hit. Players should record, on their character sheets, the Maximum Damage as well as the 25%, 50%, and 75% damage values of each of their attacks to avoid slowing down game play. UNARMED COMBAT The attack’s Maximum Damage is equal to the character’s bonuses for Superstrength and Massive Damage. The character’s Attack Combat Value is added to the damage infl icted. MELEE WEAPONS The attack’s Maximum Damage is equal to the weapon’s damage value, plus bonuses for Superstrength and Massive Damage. If the weapon has Abilities or Disabilities, refer to the relevant section (pages 143-150) for their effects. See TABLE 4-7: DEFENDING OTHERS Defence Situation Modifi er Target (or attacker) is within reach -2 Target (or attacker) is at medium range -4 Target (or attacker) is at long range -6 Target (or attacker) is in awkward position -2 Defender is in awkward position -2 Target concealed by trees or bush -2 Target concealed by darkness, smoke -4 Defending against additional attacks -4 (cumulative) Defender is surprised Defence Not Possible Defending against undetectable assailant Defence Not Possible TABLE 4-8: DAMAGE PERCENTAGE Dice Roll Result 2-6 Maximum Damage 7-12 75% of Maximum Damage 13-19 50% of Maximum Damage 20-24 25% of Maximum Damage


PAGE 207 G a m e M e c h a nic s Table 5-2: Weapons (page 222) for damages delivered by various melee weapons. The character’s Attack Combat Value is added to the damage infl icted. RANGED WEAPONS The attack’s Maximum Damage is equal to the weapon’s damage value, plus bonuses for Massive Damage. A Superstrength bonus may also be added when appropriate (such as for thrown weapons). If the weapon has Abilities or Disabilities, refer to the relevant section (pages 143- 150) for their effects. See Table 5-2: Weapons (page 222) for damages delivered by various ranged weapons. The character’s Attack Combat Value is added to the damage infl icted. SPECIAL ATTACKS The attack’s Maximum Damage is equal to the Special Attack’s damage value, plus bonuses for Superstrength (as appropriate), and Massive Damage. The character’s Attack Combat Value is added to the damage infl icted. IMPACT DAMAGE Damage may also result from a non-combat action such as crashing a speedboat into land or falling from a tree. Characters always suffer the maximum damage indicated from falls and crashes — do not roll on Table 4-8: Damage Percentage. Naturally, some non-combat actions may result in an NPC’s death, but these events should only kill a player character in exceptional circumstances. CRASHING During the course of an adventure, a character moving at incredible speeds or character driving a vehicle may accidentally (or deliberately) crash into objects along the road, in the sky, in or on water, or in space. GMs should assess whatever damage they deem appropriate upon the character or characters and vehicles involved in a crash. The Armour and Force Field Attributes may protect against this damage. Similar damage can be applied to a character who jumps or is pushed from a speeding vehicle, or is struck by one. Table 4-9: Crashing and Falling Damage assists the GM in determining the damage for hitting the ground, water, a building, or some other immovable object based on how fast the character or vehicle was moving during that round. If a speed falls between two damage values, use the greater of the two. FALLING A character who falls a great distance will suffer damage depending on the height he or she plummeted. He or she may also make an Acrobatics Skill check, with success halving the sustained damage to indicate a properly broken fall. The Armour and Force Field Attributes may protect against this damage (GM’s discretion). ARMOUR OR FORCE FIELDS AND DAMAGE If a character has Armour (page 100) or a Force Field (page 115), this reduces the delivered damage from each successful attack by an amount equal to its rating. The character suffers any damage not negated by the Armour or Force Field, subtracting it from his or her current Health Point total. See Effects of Damage (below) for the result. CRITICAL HITS In the event of a natural attack dice roll of 2, the attacker automatically hits, preventing the target from making a Defence Combat check at all. The target also receives increased damage from the attack. The increased damage infl icted is a multiple of the attack’s Maximum Damage plus the character’s Attack Combat value — do not roll on Table 4-8 when an attacker rolls a critical hit. The attacker rolls two dice and consults Table 4-10: Critical Hits (which columns is determined by the GM). If the attacker made a successful Called Shot to Vitals and also rolled a natural 2, subtract 6 from the dice roll. Game Masters must decide if they want critical hits to have a minor (Results A or B) or a major (Results C or D) infl uence on combats, since the choice may determine how long a combat will last. Player characters should rarely be killed as a result of a critical hit. TABLE 4-9: CRASHING AND FALLING DAMAGE Damage Speed Falling Distance Delivered 20 kph 3 to 4 meters 10 30 kph 5 metres to 9 metres 20 50 kph 10 metres to 29 metres 30 100 kph 30 metres to 59 metres 50 150 kph 60 metres to 149 metres 70 200 kph 150 metres to 499 metres 90 500 kph 500 metres (or greater) 120 1,000 kph 150 2,500 kph 180 each additional 2,500 kph +30 TABLE 4-10: CRITICAL HITS Dice Result Result Result Result Roll (A) (B) (C) (D) 2-5 175% 250% 200% 400% 6-11 150% 200% 200% 300% 12-20 125% 150% 200% 200%


PAGE 208 G a m e M e c h a nic sEFFECTS OF DAMAGE TO A CHARACTER Total loss of Health Points can cause a character to pass out or die. Should a character or NPC’s Health Points ever drop below zero, he or she suffered a severe wound and is rendered unconscious. DEATH If a character is reduced to the negative value of his or her Health Points, he or she has suffered a mortal wound and will die unless medical attention arrives immediately. The GM may allow the character to linger long enough to say a few last words or perform some other fi nal, heroic action. WOUND DIFFICULTY PENALTIES (OPTIONAL RULE) The GM may wish to assign difficulty penalties to characters who have been injured in combat. When the character’s Health Points are reduced to 75% of their original value or less, all tasks suffer a -2 penalty. This penalty applies to all Stat, Skill, and combat checks. At 50% Health Points, tasks suffer a -4 penalty; at 25%, tasks suffer a -6 penalty. SECOND WIND If an event occurs during the course of combat that induces a powerful emotional response in an injured character, the character is given an opportunity to refocus on the combat and eliminate all damage diffi culty penalties — getting a “second wind.” The GM decides which events are signifi cant enough to evoke such a reaction. In these situations, the penalties are removed if the character makes a successful Stat check, without any modifiers, against his or her highest Stat Value. If a character drops below one of the remaining damage tiers (50% or 25% of original Health Points) after getting a second wind, he or she will immediately suffer from the corresponding damage diffi culty penalties once again: -4 at 50%, or -6 at 25%. A character can only get a second wind once during a combat scene. SHOCK VALUE AND CRITICAL INJURY Caution: the rules for Shock Value and Critical Injuries are appropriate for dark and gritty games where superpowers lay waste to each other in massive numbers. GMs may prefer not to use them if running a game of high adventure. If a character suffers an amount of damage equal to his or her Shock Value, there is a danger that the character will be stunned, or even bleed to death. Shock Value is based on the character’s maximum Health Points (divided by 5) and modifi ed by the Combat Technique: Hardboiled (see page 102). SHOCK If a character suffers more damage from a single attack than his or her Shock Value, he or she must make a Soul Stat check. If the check fails, the character is stunned and will collapse. The character will also let go of anything he or she is holding. The character’s incapacitation will last for a number of rounds equal to the amount by which the Soul Stat check was failed. An incapacitated character is effectively out of TABLE 4-11: DAMAGE DIFFICULTY PENALTIES Percentage of Original Health Points Modifi er 100%-76% 0 75%-51% -2 50%-26% -4 25%-0% -6 DEATH IN COMICS Death in comics can occur rarely, often, or never, depending on the tone and theme of the story in question. The default rule of The Authority RPG is that death is a real consequence of extreme actions, and is not an infrequent occurrence when superpowers clash. The default and optional rules of this game — Shock Value, death at negative Health Point total, Margin of Success Combat, Wound Difficulty Penalties, and choice of Critical Hit chart — can be scaled up or down, included or excluded, to make the game as deadly as players and GMs want. For example, death could occur at 0 Health Points, tremendously increasing its occurrence, while the Margin of Success rule could be ignored to make combats last longer. Keep in mind that while the Authority members often terminate their enemies in brutal fashion, and they themselves can suffer tremendous injury, the team members frequently avoid death by the skin of their teeth. While there is nothing wrong with players assuming their characters won’t meet messy deaths regularly, the group should discuss how likely it is for the heroes to die. Certain Attributes like Armour, Combat Technique: Hardboiled, Divine Relationship, Force Field, Regeneration, Reincarnation, Divine Relationship, and Tough can all help ensure a character’s survival.


PAGE 209 G a m e M e c h a nic s action, either knocked out or awake but immobilized by pain or shock. He or she may not take any offensive, defensive, or non-combat actions. The duration of incapacitation from multiple failed Soul Stat checks from several injuries occurring in a short period of time is cumulative. CRITICAL INJURY A character that suffers more damage than his or her Shock Value from an attack that breaks the skin (such as from a bullet, knife, arrow, grenade fragment, etc.) has taken a critical injury. A character who suffers a critical injury loses one additional Health Point every round (every minute, if out of combat) until given successful fi rst aid. Just stopping the bleeding through fi rst aid is not enough, however — it only slows the loss of Health Points. A critically injured character that has undergone successful fi rst aid will lose one Health Point every 10 minutes until he or she undergoes successful surgery (best performed in a hospital). Thus, a character who is badly hurt might die because of shock and internal injuries before he or she can be stabilized. A character can suffer multiple critical injuries. If so, each must be treated separately, and Health Point losses are cumulative. MEDICAL TREATMENT FOR CRITICAL INJURIES If a character suffered a critical injury, he or she will lose one Health Point every round (or every minute if out of combat) until treated via fi rst aid. First aid can be covered by any of the following Skill Groups: Adventuring, Detective, Everyman, Military, or Scientifi c; if Skills are being used, use Medical (Emergency Response). This requires a successful Mind/Body-average based check. Each attempt takes 10 rounds (or one minute); several tries can be made until successful. If the character is trying to perform fi rst aid on him or herself, apply a -2 penalty. If the character does not have an actual fi rst aid kit handy but is forced to improvise dressings, etc., apply an additional -2 penalty. As mentioned before, a critical injury that is treated will still result in the loss of one additional Health Point every 10 minutes until the character undergoes surgery. Surgery is normally covered by the Scientifi c Skill Group, or Medical (Surgery) Skill. This requires a Mind/Bodyaverage based check. There is no penalty if performed with a full staff in a modern hospital, but a -4 penalty applies if it is performed with less adequate medical facilities (for example, in a doctor’s offi ce or a poor third-world hospital) or -8 if performed with completely improvised equipment. Each attempt will take at least 10 minutes. Success stabilizes the patient while failure causes him or her to lose additional Health Points equal to twice the margin of failure. Another try is possible, however. Optionally, a character who has been badly injured (negative Health Points) because of cumulative Health Point loss may also require treatment, even if he or she did not suffer a critical injury. This may be dependent on the nature of the injuries — someone who was badly burned


PAGE 210 G a m e M e c h a nic s may be in worse condition than someone who was beaten up. The GM can rule that keeping the character alive until adequate medical attention is available requires a successful application of fi rst aid and that full recovery (at doubled healing rate) will require surgery (both as detailed above). KNOCKBACK (OPTIONAL RULE) Blunt attacks (such as punches, kicks, or blunt melee weapons) and Special Attacks with the Knockback Ability (see page 146) inflict Knockback upon a successful hit. Attacks such as a slash from a sword or a piercing spear do not normally infl ict Knockback. The target is knocked back one metre for each point of damage delivered after rolling on Table 4-8: Damage Percentage (before adding the attacker’s Attack Combat Value, unless the character has the ACV Knockback Combat Technique, see page 101). This distance is reduced by the target’s Body Stat, in metres. Additionally, the Immovable Attribute (page 122) and Force Fields without the Full Impact Disability (page 116) reduce Knockback. KNOCKBACK IMPACT DAMAGE Characters who are knocked back usually tumble along the ground or sail through the air, but do not suffer any additional damage. When a character is knocked back into an object, however, he or she suffers 1 point of impact damage for each metre of Knockback, up to a maximum of fi ve times the Armour rating of the object into which he or she is knocked (see Breaking Objects, page 252). INSTANT DEATH There are some wounds that are so terrible they cause instant death, such as when a character takes grievous injury to the brain or heart. Often these are descriptive (having your heart ripped out, having your head cut off ) or situational (standing at ground zero of a nuclear explosion, shooting a bound and helpless captive). In these cases, GMs may rule that the character’s Shock Value check either fails automatically or suffers a signifi cant penalty; conversely, GMs may also rule that death is instantaneous, no matter the Health Points or Shock Value. This latter option should be used extremely rarely. It is at these times that the Health Points mechanic becomes cumbersome, and may interfere with the story. For example, to get the Doctor to embrace his powers, Jenny Sparks put a gun to her temple and pulled the trigger. The biggest handguns in this game do 12 — 14 damage, plus any character bonuses (in this case, Jenny adds +15 for her ACV), so Jenny does roughly 29 damage at 100%. If she rolls a critical hit, she will inflict anywhere from 175% — 400% additional damage (see Critical Hits, page 207), or 50 — 116 damage. With 100 Health Points, can she actually kill herself? In this type of situation, the answer is yes. Jenny does not need to score 200 damage to die (double her Health Points, see Death, page 208). Do we know if Jenny died outright, or whether she was mortally injured and would die momentarily? That’s for the GM to decide — but clearly she wasn’t far enough gone that the Doctor couldn’t revive her. Trying to determine specifically how much damage she received only slows the story down; the GM knew that Jenny wanted to kill herself, and therefore it’s described descriptively, without worrying about the rule mechanics. CATASTROPHIC DAMAGE (OPTIONAL RULE) If a single injury inflicts more damage than a character’s normal Health Point maximum, the player must make a Soul Stat check. If unsuccessful, the character dies (or is dying, at the GM’s option), even if his or her Health Points have not reached the negative value death threshold. TABLE 4-12: KNOCKBACK DISTANCE (IN METRES) Add: + Damage delivered (see Table 4-8: Damage Percentage) + Attacker’s Attack Combat Value (only if the character possesses the ACV Knockback Combat Technique) Multiply by: x Critical Hit damage multiplier, if the attack delivered a critical hit (page 207) or Called Shot to Vital Spot (page 199) Subtract: - Target’s Body Stat - Target’s Immovable Attribute Level x 20 - Target’s Force Field Attribute Level x 20 (only for Force Fields without the Full Impact Disability)


PAGE 211 G a m e M e c h a nic s OTHER KNOCKBACK EFFECTS If a character is knocked high into the air, off a building, or some other similar situation, additional damage may be suffered when the character falls to the ground. The Special Movement (Cat-Like) Attribute and Adventuring Skill Group (or Acrobatics Skill) can mitigate damage (GM’s discretion). If a character is knocked up into the air, reduce his or her Knockback distance by half; the character falls back to the ground and suffers full damage from the fall. A character that falls to the ground as a result of Knockback only suffers damage from the fall (see Table 4-9: Crashing and Falling Damage, page 207), not the Knockback impact damage outlined above. Additionally, if the character can fl y and is knocked back a great distance, the GM can determine if he or she is able to recover his or her senses soon enough to begin fl ying before colliding with an obstacle. The GM may require a successful Body or Mind Stat check for a character to accomplish this (possibly with penalties on the check). GMs may, however, alter any of this to refl ect specifi c situations or game styles, as is appropriate. For example, a GM may decide that a character who is knocked back 80 metres and comes to a skidding stop on the pavement will still suffer some damage (perhaps equal to one tenth the Knockback distance), even if he or she does not collide with a building or object. ENVIRONMENTAL DAMAGE Superhero characters often suffer damage from the surrounding environment, or attacks from enemies not covered by the Special Attack Attribute. Since the conditions under which this damage is inflicted vary greatly from scene to scene, strict damage values cannot be listed for each event. The entries in this section should help GMs and players determine the appropriate damage values, but are only a general guideline. The important question to ask oneself when determining damage is “how quickly do I think an average human would be knocked unconscious or die under this condition?” An average human has 40 Health Points and will thus fall unconscious at 0 Health Points (40 damage) and die at -40 Health Points (80 damage). ACIDIC/BASIC CHEMICALS Acids (such as sulphuric, hydrofl uoric, and hydrochloric) and bases (such as sodium hydroxide, bleach, and potassium hydroxide) cover a wide range of chemical concoctions that cause severe damage, or “burning,” to skin and organ tissue ... even sometimes penetrating to the bone. Most laboratory chemical exposure is limited in scope, causing localized damage that will scar flesh but is unlikely to kill a human. Full-body exposure to chemicals or complete immersion in a chemical vat can cause extreme burning and kill within several rounds. Since many chemicals are viscous, they will stick to the body and continue to burn until washed away thoroughly. Particularly nasty chemicals will penetrate deeply into the body immediately and destroy living tissue within. An average chemical exposure localized to a small area will infl ict 2 points of damage each round until washed away, with maximum damage capped at 20 points. Extreme exposure will infl ict 5-30 points of damage each round, depending on the strength of the chemicals. COLD Under normal circumstances, a human body can survive in cold environments for long periods (hours) before severe damage (including frostbite — the freezing of body tissue) or death occurs. Damage will depend on the air temperature: for every 10˚ C below 0˚ C, the character receives 1 point of damage every 10 minutes. For example, a character exposed to -40˚ C temperatures will suffer 4 points of damage every 10 minutes, or 24 points an hour. Strong wind chill factors can double or triple this damage, while warm clothing can reduce it signifi cantly. Exposure to cold liquids will result in even greater damage: for every 10˚ C below 0˚ C, the character receives 1 point of damage every round. For example, characters will suffer the following damage each round of exposure: 18 in liquid oxygen (-183˚ C), 20 in liquid nitrogen (-196˚ C), 25 in liquid hydrogen (-253˚ C), 27 in liquid helium (-269˚ C). ELECTRICITY The voltage and current of an electric shock varies greatly, from common household outlets, to high tension wires, to powerful lightning strikes. The damage is directly related to the amount of electricity that fl ows though the character’s body, and thus grounded characters (with good connections to the Earth) will take 5 times more damage than insulated characters (with a weak or no connection to the Earth). Approximate damage infl icted each round (insulated/grounded): residential current 1/5; average commercial current 5/25; strong commercial current 10/50; and lightning strike 10-20/50-100. FIRE Like acid/base damage, fire can burn and scar a character’s skin very quickly, but death is only likely after long exposure. The damage values listed in this section relate only to heat damage, either through direct skin contact or heated air; secondary damage, such as smoke inhalation or lack of oxygen, can infl ict additional damage. Small fires with localized damage can rarely exceed 40 points total. Approximate damage infl icted each round: candle fl ame (2); small fi re (4); medium fi re (8); large fi re (12); blazing inferno (20). OXYGEN DEPRIVATION The body’s lungs, heart, and brain need a constant supply of air (or oxygen) to continue to function. Should that supply be removed, the body will quickly die. A character can hold his or her breath, without suffering damage, for approximately 10-20 seconds (2-4 rounds)


PAGE 212 G a m e M e c h a nic s multiplied by the Body Stat. After that point, the body will be starved for oxygen and the character will receive damage. Should the character’s lungs fill with a gas or liquid other than air, such as water or chemicals, he or she will not only be deprived of oxygen, but also cannot breathe again until the offending substance is removed. For each round of oxygen deprivation, the character will receive 5 points of damage. This damage is doubled to 10 if another liquid or gas enters the character’s lungs as well. PRESSURE The human body can withstand a wide range of pressures (often measured in “atmospheres”), but bones will break and lungs will collapse under extreme conditions. The amount of pressure applied to the body is diffi cult to intuitively estimate unless the character is underwater: pressure increases about one atmosphere for every 10 metres of water depth. Characters do not suffer any pressure damage up to 10 atmospheres; additional atmospheres of pressure inflict 1 point of damage each round. For example, a character who is teleported 400 metres underwater (40 atmospheres) will suffer 30 points of damage each round (40 - 10 = 30). RADIATION In comic books, high-energy radiation will either harm a character (as it does in real life) or give him or her superhuman powers. Harmful radiation, such as that emitted by nuclear reactors and radioactive chemicals, causes extreme damage to the human body. The majority of the damage inflicted by nuclear bombs at or near ground zero results from heat and shock wave rather than the nuclear fallout. Exposure to extreme radiation has very little immediate effect upon a character. Within hours or days, however, the cellular damage becomes painfully clear; humans will usually die within a week as the body shuts down. Low levels of radiation exposure will eventually cause radiation sickness, cancer, and death, but these effects can take months or years to develop. VACUUM A vacuum is a low-pressure area with little or no air to breathe, such as the vast infi nity of space. In comic book reality, the following damage can be experienced by a character in a vacuum: unconsciousness, frozen eyeballs, frostbite, boiling blood, and even exploding limbs. In partial vacuums, such as those artifi cially created in Earth laboratories, characters suffer 2-5 points of damage each round. In near-complete vacuums, such as outer space, characters suffer 5-10 points of damage each round. MIND COMBAT Mind combat is a special type of confl ict that uses the Telepathy Attribute (page 155) to forcibly invade another’s mind. Most telepaths make mental attacks using the Special Attack Attribute with the Mind Attack Ability. The most rudimentary type of mental confl ict, however, is a clashing of two psyches, each struggling to subdue the other — it is akin to two people getting into a mental fi st fi ght. Mental combat can become lethal if either person begins tearing down neural pathways, erasing memories, or destroying brain cells. Physical strength does not play a role in this battle, only the power of the Mind. Each round of mind combat covers from 1 to 10 seconds of time from the characters’ perspectives. The exact time scale is not relevant, since one round of physical combat should cover the same amount of time as one round of mind combat. Mind combat can only be carried out once mental contact has been established, usually using the Telepathy Attribute (requiring a Mind-based Stat check, with any bonuses due to high Levels of Telepathy). Once two minds have touched, the initiator of the contact may withdraw at any time. Alternatively, physical damage to the initiator or perhaps use of an appropriate Item of Power can break the contact. For the target to break unwanted mind contact, the character cannot initiate any other actions for one round — including defending in mind combat — and must make a successful Mind Stat check with a -4 penalty. If the check is successful, the aggressor is forced from the character’s mind and the mind combat ends immediately. If any character in mental contact forfeits all physical actions for the round (including attack, defence, and non-combat action), he or she can attack through mind combat. A successful attack requires the player to make a successful Stat check using the average of his or her Mind and Soul Stats. ([Mind + Soul] ÷ 2) The target can attempt to defend with a Stat check using the average of his or her Mind and Soul Stats with a -2 penalty. ([Mind + Soul] ÷ 2 - 2) The psychic damage of a successful attack is equal to the average of the attacker’s Mind and Soul Stats. ([Mind + Soul] ÷ 2) This damage is subtracted from the target’s current Energy Points. If Energy Points are not being used, it is removed from the character’s Health Points. If a character is ever reduced to or below zero Energy (or Health) Points while in mind combat, his or her mind has been broken and is now at the mercy of the opponent. The victor can end the character’s life, search through memories, plant powerful suggestions, erase thoughts, or simply render the character unconscious. Any changes to a character’s mind (other than death) will remain until reversed by another character skilled in the Telepathy Attribute. The GM should decide exactly how this must be accomplished. Role-playing a character whose mind has been altered is challenging but can also be very rewarding when played with consistency. A telepath who wishes to alter a target’s mind after winning a mind combat battle must spend a great deal of time to alter it. Minor changes such as removing unimportant memories or implanting unessential false memories can take a couple of hours. Massive changes, such as instilling (or removing) a prejudice or phobia, rebuilding a large portion of the target’s memories,


PAGE 213 G a m e M e c h a nic s or similar large scale remodelling should take days to complete. Characters may rush the procedure, if pressed, but there is a risk of the alteration failing over time. The target may notice a gap in his or her memory and question what happened, or a personality adjustment (new phobia, for example) may weaken over time. If the character wishes to perform a change quickly, the character may perform minor changes in a matter of rounds while the character can accomplish massive changes in about an hour. When a character attempts to alter a target’s mind, he or she must make a Mind-based Philosophy Skill Group check, or use the Social Sciences (Psychology) Skill. The GM may impose a penalty if the alteration is particularly severe or drastic. The character’s Margin of Success determines how long the modification lasts, measured in years if the character took his or her time with the procedure or measured in days if the character rushed things. GMs should make this check secretly and not inform the player of the result unless it is a failure — he or she will not know how long the change will hold, only that it has occurred or not. The Mind Shield Attribute (see page 131) provides a bonus to the character’s attempt to resist mind combat and mental alterations, as well as Armour against mind combat damage. RECOVERY A character who suffers lost Health Points due to damage may heal naturally (or be repaired, for mechanical characters). RECOVERING HEALTH POINTS Health Points regenerate at a rate equal to the character’s Body Stat for each hour (or day for more “realistic” campaigns) of rest. For example, a character with a Body Stat of 5 rejuvenates 5 Health Points every hour while resting. The healing rate doubles if the character is in the care of someone with the Scientifi c Skill Group (or Medical Skill) but halved if he or she does not spend time resting. RECOVERING ENERGY POINTS Energy Points regenerate at a rate equal to the average of the character’s Mind and Soul Stat (rounded up) every hour, whether the character rests or not. A character with a 7 Mind Stat and a 3 Soul Stat, for example, regains 5 Energy Points every hour (7+3=10; 10÷2=5). Note: A character cannot regain Energy Points when actively using an Attribute that Burns Energy. REPAIRING EQUIPMENT Equipment, such as weapons, vehicles, or other gadgets can become damaged in the course of fighting crime. Characters can repair damage to equipment by making a Mind-based Technical Skill Group (or Mechanics Skill) check. If the object has Health Points, each Skill check repairs 10 Health Points. Each Skill check should take approximately one day of work (approximately six to ten hours), depending on the extent of the repairs required. Most mechanical, or non-organic, characters do not recover Health Points, and must also be repaired. USING POWERS IN COMBAT In some situations, players will want to use various Powers in inventive ways in the middle of a fight. The following rules outline the use of Powers in combat. In many instances, the appropriate Power Bonus Attribute (page 135, or the Power Usage Skill on page 169) can infl uence the chances of success. USING POWERS AGAINST OPPONENTS Creative characters can use a number of seemingly inoffensive Powers in very effective ways in the middle of combat. Special Attacks are obviously designed for offensive use against an opponent, but what about Teleportation? Could a character not teleport an opponent in front of a moving truck or simply out of a fi ght entirely? When a character wishes to use a normally inoffensive Power against an unwilling opponent, the character must give up a non-combat action and make a Stat check using the relevant Stat for the Power. If the check is successful, the target is allowed a Soul Stat check to resist the effect (Body or Mind can be substituted if the GM deems it appropriate). If the target fails the Soul Stat check, he or she is affected by the Power. Otherwise, the target resists the effect entirely. Characters must have PMVs at a Level suffi cient to be able to accomplish their desired effect. If a teleporter does not have the Targets PMV, for example, he or she cannot use the Power against an opponent. SPHERE OF CONTROL If a character attempts to use a Power on an object within the sphere of control of another character, the second character is allowed to make a Soul Stat check to resist the effect as though he or she was the target of the attack. For example, a teleporter who wished to teleport the bullets out of an opponent’s gun would still be required to make a Mind Stat check and the person holding the gun would be allowed a Soul Stat check to resist the effect. Other common objects usually in a target’s sphere of control include: the ground beneath the target, air around the target, objects the target holds or carries, etc. The GM determines what objects are under the defender’s sphere of control. ALL-OR-NOTHING OR PARTIAL EFFECTS When a Power is used against a group of targets, GMs may use one of two options for resolving the resistance


PAGE 214 G a m e M e c h a nic s check. When a large group of people attempt to resist the effect of a Power, the GM makes one check, using the average Soul Stat value of the targets. Important characters (player characters or key NPCs) should be allowed to make individual rolls for themselves to prevent villains from teleporting a group of 50 people, including the players characters, thereby using the more vulnerable citizens to avoid the player characters’ higher Stats. In this way, either all of the targets are affected by the Power (on a failed Soul Stat check) or none are affected (on a successful check). Alternatively, the GM may wish to use one dice roll that is used as the same roll for each character’s check — characters with high Soul Stats within the group may successfully resist the effects of the Attribute while characters with low Soul Stats are affected. POWER VS. POWER When two characters pit their Powers against each other, who wins? In most situations, the character with the highest Level wins. For example, a villain is attempting to make his get-away by Flight. The hero grabs the villain and tries to hold the character back, preventing him from fl ying away. The hero has Superstrength at Level 5 while the villain has Flight at Level 3. The hero, therefore, is strong enough to prevent the villain from escaping. If the two Powers are close in Level (usually the same or differing by one Level), the GM may request an opposed Stat check to see who wins the contested action. Using the above example, if the villain’s Flight Level was 4, instead of 3, the GM could request an opposed Stat check. The villain makes a Body Stat check (since Body is the relevant Stat for Flight) and scores a Margin of Success of 4. The hero must now make a Body Stat check (again, since Body is the relevant Stat for Superstrength) and score a Margin of Success greater than 4 to prevent the villain from escaping. What if a character has two or more Powers that can be used in the opposed check? What if the villain, in the fi rst example, also has Superstrength at Level 4? In a situation like this, the GM should simply add the two Attribute Levels together to determine who wins the opposed action. Thus, the villain has Flight at Level 3 and Superstrength at Level 4 for a total of 7 which is much higher than the hero’s Superstrength Level of 5. The villain is therefore able to make his escape (possibly lifting the hero into the air or simply breaking free of his hold, depending on the GM’s discretion). Note: Superstrength provides a +4 bonus to Body Stat Checks. Do not apply this bonus in Power vs. Power contests — it is only applied when the character is attempting something like breaking open a door or bending steel bars. USING POWERS AS ATTACKS In comic books, characters regularly use seemingly passive, non-hostile Powers to attack opponents, causing harm. A character who can teleport may disorient foes by teleporting them repeatedly within one combat round or selectively teleporting portions of villains away, causing massive trauma, for example. The list of possible attack applications of a Power is endless — heroes and villains alike are well known for pushing the bounds of innovation. Most Powers, however, do not account for these offensive tricks and stunts — they are accomplished using Special Attacks. A Special Attack is not limited simply to powerful energy blasts — it can be any “attack” that causes harm or detriment to an opponent. The teleporter who repeatedly teleports a target in a combat round may have a Special Attack with the Drain Body Ability and the No Damage Disability, reflecting the disorientation the target feels after the attack and the fact that no real physical harm is infl icted on the opponent. Alternatively, if the teleporter is capable of teleporting just a select portion of a target away causing harm to the target, the Special Attack may be designed to do an incredible amount of damage. By using the Attack Abilities and Disabilities, players can create any sort of attack, which will account for the numerous and creative ways that heroes and villains utilize their abilities. Some Special Attacks designed this way will have the Dependent Defect (see page 178) — the character must fi rst activate his or her Teleportation before being able to use his or her Special Attack: Teleportation Disorientation, for example.


PAGE 215 G a m e M e c h a nic s USING POWERS DEFENSIVELY Just as characters can fi nd imaginative ways to use their Powers against opponents, they are just as likely to think of ways to use their Powers to defend themselves from harm. Automatic Powers are those that work without a necessary Stat check. A teleporter, for example, is capable of teleporting him or herself without the necessity of a Stat check. Thus, in combat, if an attack is directed against him or her, the character can teleport out of harm’s way. The character must attempt a Defence Combat check and, if successful, activates his or her teleportation and vanishes before the attack hits home. The Defence Combat check is used to determine whether or not the character activates the Power in time to avoid the attack, not whether or not the Power activates at all. If the character fails the Defence, the Power may still activate after damage is delivered. The character defends him or herself from attacks exactly the same way all characters do — with a Defence Combat check. This may, however, provide a rationale for a high Level of Defence Combat Mastery. DEFENDING WITH AN ATTACK By holding an action until attacked by an opponent, a character can defend him or herself with the offensive use of a Power. This simultaneous attack and defence option combines the advice under Using Powers Against Opponents and Using Powers Defensively into a single action. To succeed, the character must activate the Power with an appropriate Stat check (the target can make a Soul Stat check to resist as normal) and also make a successful Defence Combat check to time the effect properly. For instance, when a hero attacks a villain who has a held action remaining, the villain might attempt to use Teleportation to place a bystander between him and the hero’s power blast. The villain must fi rst make a successful Mind Stat check to see if the Teleportation works. If the attempt is successful, and the bystander fails to resist with a Soul Stat check, a Defence Combat check determines if the villain activates the Teleportation in time. DEFENDING OTHERS WITH POWERS If a character wishes to use one of his or her own Powers to defend another person (or object), the character is usually required to make two checks — one to see if the character can activate his or her Power, and the second to see if the character activates the Power in time. The character must expend both an offensive action (to activate the Power) and a defensive action (to react in time) to use a Power to defend another character. For example, a character with Teleport wishes to move an ally out of the way of an enemy’s power blast. The character must fi rst make a Mind Stat check to teleport the ally character. If the check is successful, the character must then make a Defence check to see if he or she teleports the ally away before the enemy’s blast hits. If successful, the character teleports his or her ally out of the way just in time, avoiding the blast. If the character fails, he or she still teleports the character away (having still succeeded on the attempt to activate the Power) but does so after the attack hits and infl icts damage. The two rolls are only required if the character is attempting to defend a character instantaneously (same Initiative as the attack). Otherwise, the character uses an action and, assuming he or she acts before the attacker, the character proactively uses his or her Power to defend an ally. For example, the teleporter knows that an enemy will attack an ally later in the round. Rather than wait for the villain to attack, the teleporter, who has a higher Initiative than the villain, simply teleports his ally to safety. If the villain, however, had the higher Initiative, the teleporter would be forced to use an offensive and defensive action and make the required two checks to teleport his ally to safety in time. If the character attempts to use the Power to defend him or herself, see Using Powers Defensively (page 215). If, however, the character attempts to use the Power to defend him or herself plus others (such as teleporting with a group of allies out of danger), the character must make both checks — to activate the Power and react in time. The character is still attempting to use the Power on additional targets, despite the fact that the character is also affecting him or herself as well. FAILING EASY TASKS Suppose a character attempts to do something that is in line with his or her range of abilities. For example, what if the Engineer decides to split her consciousness amongst several drone bodies in order to perform a task more quickly. Can the Engineer fail? In most cases, the character wouldn’t need roll a Stat check — he or she would succeed automatically. In the above example, Angie’s metaAttribute, Power Flux, is based on her Mind. For the times she has to roll the dice, the GM will ask her to make a Mind check modifi ed by the Power Bonus Attribute (or the Power Usage Skill). Angie should have little trouble accomplishing her task in a normal, stress free situation and consequently her player should not make an unnecessary Stat check. If Angie is doing something new, however, and is in a critical and stressful situation like combat, the GM may decide a roll is required. If it is a very diffi cult or unusual action the roll may suffer penalties, but if it’s just a minor difference (fashioning a new type of Gatling gun) then the GM should provide bonuses. The sections Using Attributes, When to Roll Dice, Using Powers as Attacks, and Using Powers Defensively give explicit advice on handling these situations.


PAGE 216 G a m e M e c h a nic sPUSHING POWERS “Sterilize the Moon.” “Can you ... can you actually do that?” “Beats the Hell out of me.” — Jenny, Jack, and Apollo, The Authority #10 The characters in The Authority routinely take their phenomenal powers and push them to higher levels. To encourage players to develop their characters through role-playing, superpower characters may push themselves beyond their normal abilities, sometimes exerting their Powers beyond their normal limits and other times pushing them in ways they have never done before. Any time the character wishes to push a Power, the character expends 5 Energy Points times the Level he or she wants to achieve (new Level x 5). Thus if the Doctor wanted to push his Dynamic Powers from Level 12 to 13, he would need to expend 65 Energy Points (13 x 5 = 65). Pushing to Level 14 would require another 70 Energy Points (14 x 5 = 70), for a total of 135 Points. Pushing Powers is not easy, however, and in addition to the expenditure of Energy Points the character becomes physically drained and exhausted. Immediately after the character exerts him or herself successfully, his or her Stats and Combat Values drop (see Table 4-13) for as long as dramatically appropriate (one scene to one hour is generally acceptable). PUSHING STATS Though characters can normally only push their Attributes, under special circumstances, GMs may allow characters to push their Stats. In this case, characters spend 10 Energy Points to raise a Stat by 1 value. The new Stat value can be used during Stat checks but it does not affect any of the character’s derived values (Combat Value, Health Points, etc.). Characters can push a Stat up to 3 values in this fashion. This advantage may last from a few seconds (1 round) to a full scene (the duration of an important task). When the action is completed, the Stat the character pushed drops as on Table 4-13, normally tiring the character for about an hour. CHARACTER ADVANCEMENT Character advancement is unnecessary in a short adventure, but during a lengthy campaign, players may wish to improve the Stats, Skill Groups, and Attributes of their characters. Advancement is not a requirement, but it can refl ect the characters’ learned knowledge through confl icts with the environment, with other characters or NPCs, or even with themselves. The GM is encouraged to award all characters one Advancement Character Point every two to four roleplaying sessions. Each player can assign these Character Points to Stats or Attributes immediately (GM’s discretion) or accumulate them for future use. The Point cost for increasing a Stat, Attribute, or Skill Group is identical to the cost during character creation. Players are encouraged to assign Advancement Points to Stats, Attributes, or Skill Groups their characters use often. Alternatively, players can rationalize their decision to the GM should their characters acquire a new Attribute or Skill Group. The GM may require a character to perform certain activities to rationalize the acquisition of a new Attribute. In particular, the GM should not allow characters to acquire any Attributes that would disrupt the balance of the game. At the GM’s option, players can also use Advancement Points to remove Defects that are no longer appropriate to their characters’ concepts. The GM may allow characters with the Item of Power or Gadgets Attributes to “swap” existing items for other items of similar Point value during or between sessions if a good story rationale exists. For example, a technological inventor who uses a suit of power armour to fi ght crime may make some modifications to his suit between adventures, swapping Points in Flight to increase the armour’s Special Attack Level — the Point cost for the suit of armour remains the same but the character has simply designed the Mark II version. Swapping Points requires the expenditure of in-game resources (favours, money, time, captured enemy gear, etc.) and (often several) Technical Skill Group checks before this can be completed. Additionally, this exchange is a time consuming process that can take several days or weeks of work, depending on the extent of the change attempted (though the Gadgeteer Attribute can reduce this time considerably). GMs can award Points more frequently for faster character advancement as they desire. The GM also has the option of rewarding exceptionally talented or active players with an extra Advancement Point. Finally, players that complete contributions for the game should receive additional Bonus Points as well. TABLE 4-13: EXHAUSTION Pushing an All Stats/Combat Values Attribute by drop by 1 Level 25% 2 Levels 50% 3 Levels 75% 4 Levels All Values drop to 1; character falls unconscious


PAGE 217 G a m e M e c h a nic s Example of Combat The following dialogue illustrates many of the rule mechanics associated with combat. Since this example is intended to instruct the reader, the combat is more complex and “forced” than normal play. This is a continuation of the Example of Play on page 6. There are four players — Julian (Midnighter), Sam (the Engineer), Adam (the Doctor), and Devinder (Karna; his own character) — and the Game Master (or GM), Heidi. Having lost communication with the Carrier and Apollo, the characters fl y to her last known location in a jury-rigged space shuttle. Rather than the Carrier, they discover a ship of similar size, but of an ominous design. Heidi describes it as if the Carrier were a classic ‘62 Ferrari GTO, this would be a cutting edge Lamborghini Murcielago. It looks sleeker, faster, and meaner, and its hull swirls with a mottled black and red pattern. The Engineer forces an airlock, and they board the ship and split into two groups. The Doctor and Karna head towards the Junction room; meanwhile Midnighter and Engineer seek out the bridge ... only to encounter Regis and a half dozen koroshi warriors! The Midnighter, unfazed by these ghosts of the past, rushes to attack, assuming the Engineer will back him up. FIRST COMBAT ROUND Heidi: Because Midnighter is moving to attack, I want Julian and Sam to roll Initiative. (to Karna and Adam) You guys may get a chance to infl uence things, but hold tight for now. Julian: (rolls dice) Midnighter rolls a 9. He has Lightning Reflexes x3, which gives him +15, and his ACV is 22, for a total of 46. Sam: (rolls dice) Engineer rolls 9, plus her ACV of 15, for a total of 24. Heidi: You guys are fast! (She secretly rolls Initiative for Regis, and once for the group of koroshi; fi nal results are 45 for Regis, and 23 for the koroshi) Midnighter is first with 46. I prefer to divide multiple actions over the entire round, when possible, unless they are very similar in nature. You have 4 actions in total, so you’ll go on about 46, 36, 26, and 16. What are you doing? Julian: I don’t care about the stupid koroshi — I’m going straight for this poor-man’s impersonation of Regis. I’m going to dodge between the mooks, then launch a fl ying kick at Regis, forfeiting a Defence to make this a Total Attack. Heidi: It’s a complicated manoeuvre, but since you have the Steady Hand Combat Technique you don’t suffer any movement-related penalties. The Total Attack gives you a +2. Roll. Julian: Midnighter’s ACV is 22, and he has Unarmed Attack (Strikes) Skill at +3, plus the Total Attack bonus. I’ll only miss on a critical failure. (rolls) 15, no problem! Heidi: You came upon them unawares, and launched your assault before anyone even realised you were there. You fly over the railing, zip past several koroshi, and Regis is too surprised to defend — your boot connects heavily with Regis’s chin. Roll your damage percentage. Julian: (rolls) I got 14, that’s 50% of Maximum Damage, which is only for his Superstrength and Massive Damage. So that’s 50% of 50, or 25, plus his ACV of 22 for the kick, so he does 47 damage. Heidi: (Looks at Regis’s character sheet; he has Armour Level 4, which stops 40 damage, so Midnighter’s kick only inflicted 7 damage. With 218 Health Points remaining, Regis barely felt that. Simultaneously, Midnighter’s kick does 25 metres of Knockback, minus Regis’s Body of 16 — Regis stumbles back 9 metres, but his Armour prevents any further harm). Regis stands up, and wipes away a thin line of blood from a broken lip. (as Regis) Hah! The little white meat is back for a second thrashing. Where’s your bastard friend got to? I owe him for killing me last time! Julian: Uh-oh. (as Midnighter) Christ, where is Hawksmoor when you need him? (to Heidi) Do I know if radiotelepathy is still working? Heidi: It was last time you checked, a few minutes ago. It should be fine, unless something has changed since then. As you’re pondering that, Regis pulls back a mighty fi st and lashes out with a powerful blow. (Regis is making a Trick Shot, based on his combat telepathy; he would normally suffer a -6 penalty to his attack check and force the same penalty on Midnighter’s defence check, but his Accuracy x3 Combat Technique allows him to do it at no penalty to himself, since he reads Midnighter’s mind in a split second; rolls a 16, which is under Regis’s ACV of 22 plus his Unarmed Attack Skill Level 3). He’s going to hit, unless you try to defend! Julian: Damn straight. I duck and weave. (rolls dice) Heidi: As you start to dodge, suddenly Regis seems to be everywhere, overloading and countering your fi ght enhancements. You have a -6 penalty to your defence. Julian: Yuck. I rolled a 16. My DCV is 17, plus 4 from Unarmed Defence (Midnighter has Level 3, but this is covered by his Specialisation “Strikes,” so he has a +1 bonus). With that -6, I miss by 1.


PAGE 218 G a m e M e c h a nic s Heidi: Regis’s fist smashes into your jaw. (rolls for damage percentage and gets 75% of Maximum Damage of 60, his Massive Damage plus Superstrength, or 45, plus his ACV). You take 67 damage to the chin! Julian: Ow. My Armour reduces that by 30, so I take 37 damage — that’s well under my Shock Value (his Health Points are reduced from 280 to 243). (as Midnighter) I haven’t been hit like that since grade school. Heidi: Due to the force of the blow, you get hurled 31 metres back across the room. Your Armour stops 30 damage, so you take single Point of damage. Heidi: Julian, Midnighter is still fastest. What’s your next move? Julian: Can I talk to the Doctor via radiotelepathy while kicking this guy’s ass? Heidi: If the conversation is short, and if Regis lets you keep any teeth, sure. Sam: Ouch. Julian: Hah. Hah. (as Midnighter) Doctor, are you there? We seem to be fighting the ghosts of Christmas Past here — what the hell is going on? Adam: (as Doctor) Oh geez. What? Julian: (as Midnighter) Dammit Doctor, we’re fi ghting Regis and a small wing of Gamorra’s terrorists. Do something! Adam: Okay, I’m going to try to ask the Doctors in the Garden of Ancestral Memory. Julian (to Heidi) Okay, I have two knives — I want to rush back at Regis, and use two attacks to go for his eyes. Heidi: (to Adam) I’ll get back to you shortly. (to Julian) You snap out two combat knives and lunge. Roll — that’s a Called Shot, or two of them, so each attack is at -8. Julian: Accuracy can lessen that, right? (Heidi nods). Okay, I have Accuracy x3, so that’s only a -2. (rolls) My ACV is 22 +2 Melee Attack, -2 from the called shot. I got a 15 and a 23; but I’m going to use Divine Relationship to reroll the 23 (Heidi agrees) and I got a 17. Two hits. Heidi: Luckily — for Regis — he has Extra Defences. (rolls successfully twice and gets a critical roll of 2 on the second) He bats your first knife away, and then grabs your second in his meaty fi st. You hear the metal snap, and he lets the ruined blade fall to the fl oor. Julian: I hate this guy! Heidi: (rolls; Regis’s ACV is 22 + 4 for Unarmed Attack: Grapple) Regis reaches out to grab you, Midnighter. Same -6 penalty. Do you defend? Julian: You bet. (rolls) Damn, I missed again! Heidi: He grabs you by the face, and (rolls; a Throw attack, which has a +4 bonus) throws you across the room! Julian: (rolls) Okay. I made that Defence roll, I twist in the air and land in a crouch. Heidi: Good save. (to Sam) Engineer, what are you doing? Sam: Oh god. I’ve got my hands turned to machine guns, and that gives me Extra Attacks Level 1, so I’m going to strafe two of the koroshi. Heidi: Fine. Because the two attacks are similar in nature, roll both now. Sam: (rolls twice) My ACV is 15 +4 from Special Ranged Attack (Nanotech machine guns). I hit twice, with an 18 and a 2! Heidi: Nice shots. (rolls for the first koroshi; the Special Attack has the Spreading Ability, so the koroshi defend with a penalty of -1; gets a 14) The fi rst one fails to dodge, and the second one can’t, because you scored a critical hit. Roll damage percentage and your critical hit — we’re using Column D, for exaggerated effect. Sam: Okay, the guns do 20 damage, but are also AutoFire. So the fi rst gun hits twice, since I made the roll by one. I got 75% of Maximum Damage, so the fi rst shot does 15 + 15 for my ACV, or 30. While the second one just does 15 (Subsequent Auto-Fire shots do not add any bonuses). Heidi: The shots are counted separately for Armour purposes, but he doesn’t seem to be particularly tough as your bullets tear through him (the koroshi’s 50 Health Points are reduced to 5; 45 damage is well over his Shock Value of 10, so Heidi checks for shock, and he fails to make his Soul check by 5; he will be immobilised by pain for 5 rounds, and lose one Health Point per round due to Critical Injury, unless someone helps him). He falls to the ground, having sprung about a dozen leaks. He’s still clinging to life, but is completely stunned. Sam: Great! For my critical hit, I get 300% damage! That’s 60 + 15 for the primary hit, and I made the hit by, uh, 17 ... so those all do 60 damage. Heidi: Yes, although Auto-Fire does a maximum of ten other shots. So you do, ahem, about 675 damage to this poor, poor man, who has now become a fine red paste. The rest of his buddies, however, turn to face you. Julian: Wait, did Regis throw me near the koroshi? Heidi: Close to some of them, yes. Julian: I know they are supposed to go first, but I did have a much higher Initiative. Can I do something for my last action?


Heidi: Like what? Julian: As they turn to blast Engineer, I want to grab one and turn his head so he shoots Regis, instead. Heidi: (thinks about it briefl y) Okay. That’s cool. I’m going to give you a penalty of -4 on top of the called shot of -8 to grab the head, though. Roll a grapple attack. Julian: (rolls) Okay, that’s effectively a -6, I rolled a 12 — that’s no problem. Heidi: The four remaining koroshi turn to eyebeam Angie. Their eyes glow and three pairs of beams stab at you, while the fourth (rolls to defend) fails to avoid Midnighter, and is suddenly shooting Regis! (Heidi rolls for their attacks, and all four succeed). Do you want to defend? Sam: Yup! I have one Extra Defence, so the fi rst two are made normally, but the third will be at a -4 penalty. Ahh. I got a 16, a 14, and a 14. Two failures. Heidi: (rolls for damage percentage and gets 50%; and rolls for Regis’s third and fi nal defence — he fails) The attacks do 63 damage, and penetrate through 10 Points of Armour. Regis shouts in surprise and pain (Regis takes 33 damage, which burns, but is under his Shock Value). Sam: Ow. Ow. Ow. (Engineer takes 66 damage, reducing her Health Points from 80 to 14. Sam makes two Soul checks because of potential shock, and just barely makes both). Okay, that sucked. Time for superarmour mode! Heidi: I believe that’s the round. Roll Initiative you two. Meanwhile, what are Karna and the Doctor doing? The game continues from that point .... PAGE 219 G a m e M e c h a nic s


CHAPTER 5 EQUIPPING THE CHARACTER


Weapons Table 5-2: Weapons lists the damage values and other characteristics of common weapons. If a weapon is not listed, the GM should assign a damage value based on one that is similar in form and function. Some weapons possess Abilities and Disabilities to reflect their unique capabilities. Full descriptions of these modifi ers are on pages 143-150. Note that special or magical weapons might cause additional damage or possess unique abilities beyond those listed here. The Armour Ratings and Health Points of operation weapons, such as fi rearms, are indicated in the table as well (page 222). IMPROVISED WEAPONS In combat, it is not uncommon for an exceptionally strong character to pick up a nearby object and wield it is a weapon. It is impossible to account for every conceivable weapon that the player characters may decide to throw PAGE 221 E q u pi p ni g Th e C h a r a c t e r Equipping The Character What would a superhero world be without the sleek vehicles and high-tech toys that so many of the characters wield in their adventures? It would be incomplete. The following section provides quick and simple rules that help players and Game Masters create a plethora of weapons and vehicles with which to outfi t characters. The equipment created with the following rules is intended for use with the Gadgets Attribute (page 117). If a character requires a more powerful item, such as power armour or a magical ring, it should be created using the Item of Power Attribute (page 124). Item of Power refl ects magical or supertech items that are exceedingly diffi cult to create. Gadgets, however, may be high-tech or incredibly expensive, but are within the ability of modern science. While a character’s vehicle may be the best car on the road, anyone with enough funding and skill could build one. The Gamorran teleporter bays, however, require far more than than money and skill to create. Ensure that the desired item is, in fact, a Gadget before attempting to build it using the Gadget rules. at their opponents, but Table 5-1: Improvised Weapons provides commonly encountered examples of improvised weapons and their statistics. GMs are encouraged to use this table as a guideline should their players decide to grab something in the middle of combat that is not listed. Naturally, most weapons have the Melee Disability (page 149) as well, though they can be thrown in combat if necessary. WEAPON TABLE NOTES “Damage” is how much punishment the weapon infl icts (the damage of the attack). “Abilities” or “Disabilities” are any special capabilities or limitations the weapon possesses. See pages 143-150. Unless noted otherwise, a weapon has Medium range. All Improvised Weapons have the Muscle-Powered Ability. All weapons except Ordnance are hand-held. Fixed weapons must be aimed by turning the vehicle rather than the weapon. “Skill” is the Skill and Specialisation that provides a bonus when fi ring the weapon. TABLE 5-1: IMPROVISED WEAPONS Strength Object Damage Abilities Disabilities Requirement Bus 30 Area Effect Inaccurate Superstrength Level 4 Low Penetration Car 24 Area Effect Inaccurate Superstrength Level 2 Low Penetration Dumpster 18 - Inaccurate Superstrength Level 2 Low Penetration Manhole Cover 24 - Low Penetration Body 16 or Superstrength Level 1 Park Bench 8 - Low Penetration Superstrength Level 1 Steel Girder 30 Spreading Inaccurate Superstrength Level 3 Stop Sign 6 - - Body 10 or Superstrength Level 1 Telephone Pole 20 Spreading Inaccurate Superstrength Level 2


PAGE 222 E q uip pin g Th e C h a r a c t e r TABLE 5-2: WEAPONS Weapon Damage Abilities Disabilities Skill MELEE WEAPONS — BLADED WEAPONS Axe 10 Muscle-Powered Inaccurate Melee (Axe) Melee Broadsword 12 Muscle-Powered Melee Melee (Sword) Cavalry Sabre 10 Muscle-Powered Melee Melee (Sword) Knife or Dagger 6 Concealable Melee Melee (Knife) Muscle-Powered Long Sword 12* Muscle-Powered Melee Melee (Sword) Short Sword 8 Concealable Melee Melee (Sword) Muscle-Powered Spear 10 Muscle-Powered Melee Melee (Polearm) MELEE WEAPONS — BLUNT WEAPONS Bo, Staff, or Pipe 6* Knockback Melee Melee (Polearm) Muscle-Powered Club, Baseball Bat 6 Knockback Melee Melee (Club) Muscle-Powered Nunchuku or Chain 6 Flexible Melee Melee (Whips/Chains) Muscle-Powered Whip, Rope, or Belt 4 Concealable Low Penetration Melee (Whips) Flexible Melee Muscle-Powered BOWS (2 ARMOUR, 20 HEALTH POINTS) Crossbow 12 none Slow, Limited Shots (1) Archery (Crossbow) Long Bow 10 none Limited Shots (1) Archery (Bow) GUNS — PISTOLS (4 ARMOUR, 30 HEALTH POINTS) Light Pistol 8 Concealable Low Penetration Gun Combat (Pistol) Short Range Heavy Pistol 12 Concealable Short Range Gun Combat (Pistol) Machine Pistol 10 Auto-Fire Inaccurate Gun Combat (Auto-fi re) Concealable Limited Shots (6) Spreading Short Range Magnum Revolver 14 Concealable Limited Shots (6) Gun Combat (Pistol) Short Range Medium Pistol 10 Concealable Short Range Gun Combat (Pistol) Revolver 8 Concealable Limited Shots (6) Gun Combat (Pistol) Short Range Albion Pistol 10 Auto-Fire Short Range Gun Combat (Auto-Fire) Concealable GUNS — RIFLES (5 ARMOUR, 35 HEALTH POINTS) Hunting Rifl e 14 Gun Combat (Rifl e) Light Rifl e 8 Gun Combat (Rifl e) Sniper Rifl e 20 Accurate Limited Shots (6) Gun Combat (Rifl e) Albion Rifl e 15 Auto-Fire Gun Combat (Auto-Fire) Assault Rifl e 14 Auto-Fire Limited Shots (6) Gun Combat (Auto-fi re) Spreading


PAGE 223 E q u pi p ni g Th e C h a r a c t e r Weapon Damage Abilities Disabilities Skill Heavy Assault Rifl e 18 Auto-Fire Inaccurate Gun Combat (Auto-Fire) Spreading Limited Shots (6) Chemical Laser Rifl e 40 Accurate Limited Shots (6) Gun Combat (Rifl e) GUNS — ASSAULT WEAPONS (5 ARMOUR, 35 HEALTH POINTS) Personal Defence Weapon 6 Auto-Fire Short Range Gun Combat (Auto-fi re) (PDW) Penetrating Spreading Submachine Gun 10 Auto-Fire Limited Shots (6) Gun Combat (Auto-fi re) Spreading Short Range GUNS — SHOTGUNS (5 ARMOUR, 35 HEALTH POINTS) Shotgun 18** Spreading Limited Shots (6) Gun Combat (Rifl e) Low Penetration Short Range Heavy Shotgun 22** Spreading Limited Shots (6) Gun Combat (Rifl e) Low Penetration Short Range GUNS — MACHINE GUNS (5 ARMOUR, 35 HEALTH POINTS) Light Mini-Gun 16 Accurate Limited Shots (6) Gun Combat (Auto-fi re) Auto-Fire Static Spreading x2 Heavy Mini-Gun 22 Auto-Fire Limited Shots (6) Gun Combat (Auto-fi re) Spreading x2 Static Machine Gun 20 Auto-Fire Static Heavy Weapons (Machine Gun) Spreading HEAVY WEAPONS (4 ARMOUR, 30 HEALTH) 66 mm LAW 40 Area Effect Inaccurate Heavy Weapons (Launcher) Light Anti-Tank Weapon Burning Limited Shots (1) Penetrating Self-Destruct Slow Static Stinger Missile 60 Area Effect Backblast Heavy Weapons (Launcher) Homing Limited Shots (1) Long Range Only Air Targets Penetrating Self-Destruct Slow Static THROWN WEAPONS Concussion Grenade 30 Area Effect x3 Limited Shots (1) Thrown Weapons (Grenades) Concealable Self-Destruct Short Range Thrown Knife 4 Concealable Limited Shots (1) Thrown Weapons (Blades) Short Range NON LETHAL RANGED WEAPONS (3 ARMOUR, 25 HEALTH) Pepper Spray 12 Concealable Melee Range none Irritant Limited Shots (6) Stun Toxic


PAGE 224 E q uip pin g Th e C h a r a c t e r Weapon Damage Abilities Disabilities Skill Tear Gas Grenade 30 Area Effect x2 Inaccurate Heavy Weapons (Grenades) Enduring Limited Shots (1) Self-Destruct Slow Stun Toxic Taser 12 Stun Low Penetration Gun Combat (Pistol) Short Range Slow ORDNANCE (15 ARMOUR, 85 HEALTH) 20mm Gatling Gun 40 Auto-Fire Fixed Heavy Weapons (Gunnery) Spreading x2 Limited Shots (6) 30mm Autocannon 60 Auto-Fire Fixed Heavy Weapons (Gunnery) Limited Shots (6) 120mm Tank Gun: HEAT 80 Area Effect Limited Shots (1) Heavy Weapons (Gunnery) Burning Long Range Penetrating 120mm Tank Gun: Sabot 100 Accurate Limited Shots (1) Heavy Weapons (Gunnery) Long Range Penetrating x2 Albion Fighter Guns 120 Accurate Heavy Weapons (Gunnery) Long Range Albion Cruiser Guns 120 Accurate Heavy Weapons (Gunnery) Long Range x2 AMRAAM Missiles 80 Area Effect Limited Shots (4) Heavy Weapons (Launcher) Homing Only Air Targets Long Range x4 Slow Stoppable Anti-Tank Missile Launcher 100 Area Effect Backblast Heavy Weapons (Launcher) Burning Limited Shots (4) Homing Self-Destruct Long Range Slow Penetratingx2 Stoppable Sidewinder Missile 100 Area Effect Limited Shots (4) Heavy Weapons (Launcher) Homing Only Air Targets Long Range x3 Stoppable Smart Bomb Load 160 Area Effect Limited Shots (4) Heavy Weapons (Launcher) Homing Self-Destruct Long Range Slow Penetrating Air Dropped*** 533mm Torpedoes 160 Accurate Limited Shots (2) Heavy Weapons (Launcher) Area Effect Only in Water Homing Slow Long Range x3 Stoppable Penetrating Sub-Launched Cruise Missile 140 Accurate x4 Limited Shots (2) Heavy Weapons (Launcher) Area Effect x3 Slow Long Range x8 Static Penetrating x2 Stoppable


PAGE 225 E q u pi p ni g Th e C h a r a c t e r WEAPON TABLE NOTES (CONTINUED) * Requires two hands to wield properly; delivers +4 damage when wielded two-handed. ** Some shotguns are “double-barrelled” and can fi re both barrels at once. If so, an additional 8 damage is delivered. Double Barrelled shotguns have the Limited Shots (2) Disability. *** The bomb’s range cannot exceed twice the altitude at which it was dropped. “Strength Requirement” indicates the minimum Body Stat or Superstrength Level required to wield the object as a weapon effectively. If any improvised weapon is thrown, it is treated as a Short Range weapon. The range increases by one category every 3 Levels of Superstrength above the Strength requirement. For example, if a supervillain character who has Superstrength Level 6, threw a manhole cover, it would be treated as a Long Range weapon (Short increased to Medium for 3 Levels above the minimum Strength Requirement and then to Long for an additional 3 Levels above the Requirement). Conversely, if the character throws a car, which requires Superstrength Level 2, it would be treated as a Medium Range weapon. If he wished to throw a bus at an opponent, it would be treated as a Short Range weapon because he only has 2 Levels above the Superstrength Requirement to wield a bus as a weapon. Weapons usually count as minor Gadgets. The exceptions are assault rifles, all heavy weapons, and all machine guns (which each count as major Gadgets). Ordnance is normally built into vehicles rather than available separately; see the vehicle descriptions. CUSTOMISING FIREARMS Sometimes, nothing gets the trick done like a reliable fi rearm. The following options can be added to weapons to enhance performance or otherwise alter them. Each accessory or feature normally counts as a minor Gadget. Some options are considered “mundane” (their advantages and disadvantages cancel), and do not cost Points. Options for weapons are classed as either accessories or features. A feature is a change to the basic weapon template that reflects a particular factory model, or extensive after-market customisation. This requires the Mechanics (Gunsmith) Skill to install, and may require several hours or more. An accessory is something that can be easily attached or removed from the weapon within a few seconds to several minutes. Weapon options are available for any class of weapon except Ordnance unless otherwise noted. ACCURISED Modifi cation Type: Feature The weapon has been specially modifi ed (custom grips, improved sights, polygonal rifl ing, heavier barrel, etc.) to improve its accuracy. This is typical of target pistols and competition or sniper rifl es. This modifi cation grants a +1 bonus to any attack check when fi ring single shots, but no bonus if used with Auto-Fire. An accurised weapon must be in excellent condition with its sights precisely aligned — it will lose its bonus if knocked about, dropped, or otherwise mistreated. BAYONET Modifi cation Type: Accessory The weapon is fitted with a lug to accept a bayonet (included with this option). When attached, the weapon is a bit more awkward, but it can be used in melee combat as a spear. When detached (requires one round), the bayonet is also usable as a knife. A bayonet is available for any rifl e. BIPOD ATTACHMENT Modifi cation Type: Accessory When the bipod is unfolded, the weapon is treated as if it is Accurate (cumulative with any other Accurate bonuses) and Static. The weapon must be fi red at rest with the shooter lying prone behind it. Folding or unfolding the bipod requires one round. A bipod is available for any rifl e. All machine guns are assumed to come with bipod attachments at no extra cost. BRASS CATCHER Modifi cation Type: Accessory This attachment collects cartridges as they are fi red out of the weapon, and thus either saves them for hand loading or prevents any incriminating ballistics evidence from being left behind. A brass catcher is available for any rifl e, assault weapon, or machine gun. BRIEFCASE-FIRING Modifi cation Type: Accessory The weapon is designed to be concealed in and fi red from a briefcase or attaché case without removing it, using a hidden trigger in the case handle. The weapon must be an auto-loading pistol, machine pistol, or a submachine gun. The weapon suffers a -4 penalty to the attack check when fi red from within a briefcase. The gun can usually be unclamped from the case and used normally (takes one round). GMs may use similar rules for umbrella guns or other disguised weaponry. CARBINE-FORMAT Modifi cation Type: Mundane Feature The weapon has a shorter barrel and stock. A carbine format subtracts 1 damage but allows the weapon to be concealed under a long coat (see Concealable Ability, page 144) as if it were a submachine gun. A carbine-format weapon is available for any rifl e. FLASH SUPPRESSOR Modifi cation Type: Accessory The hot gasses produced when a bullet is fi red are quite visible at night. A fl ash suppressor is a long device that can be attached to the end of a weapon, masking this signature. A weapon with a flash suppressor attached is easier to detect if hidden (+1 bonus). A flash suppressor is not available for a grenade launcher, LAW, taser, or mini-gun.


PAGE 226 E q uip pin g Th e C h a r a c t e r FLASHLIGHT ATTACHMENT Modifi cation Type: Accessory This attachment allows any weapon to be used with a fl ashlight, and permits illumination of targets at short range so that attackers can target them without any penalties for darkness. Of course, someone using a fl ashlight at night can also be detected at a greater distance. FOLDING OR TELESCOPING STOCK Modifi cation Type: Feature The stock on the weapon can be folded or telescoped down, making it handier and more concealable. Unfortunately, a weapon with this feature also suffers from the Inaccurate Disability (-2 penalty) when fi ring at targets at over half its effective range. It requires one round (one attack if the character has the Extra Attacks Attribute) to fold or unfold the stock. If the weapon is also carbineformat, sawed-off, or a submachine gun, there is an extra -1 penalty to any check to spot the weapon while concealed, which is cumulative with other modifi ers. This feature can be assigned to any rifl e, shotgun, or assault weapon. LASER SIGHT Modifi cation Type: Accessory A laser sight projects a small, bright dot of laser light exactly where the weapon is pointing, which helps the attacker determine whether or not he or she is on target. In game terms, the attacker receives a +1 bonus to their appropriate attack check in situations where they can see the laser dot on the target (usually up to Short Range unless combined with a scope). Laser sights with an infrared beam (visible only to people with night vision scopes or goggles) are also available. NIGHT VISION SCOPE Modifi cation Type: Accessory (counts as 2 minor Gadgets) This scope uses thermal imaging or light intensifi cation technology to “turn night into day.” This functions exactly like a regular scope, except that it also eliminates any penalties for darkness. SAWED-OFF BARREL Modifi cation Type: Feature This modifi cation is for shotguns only. Sawing off the barrel of a shotgun means that it is easier to conceal, but is also shorter ranged. A sawed-off shotgun can be concealed under a long coat (see Concealable weapon Ability, page 144) as if it were a submachine gun. At up to Melee Range (5 metres or less) it has a wider spread of pellets (+1 bonus on attack checks), but suffers -4 penalty to damage at ranges beyond Melee Range. SNUB-NOSE Modifi cation Type: Mundane Feature A snub-nose is a shorter-barrel versions of any autoloading pistol, revolver, or machine pistol. The weapon suffers a -2 attack check penalty at any range greater than 5 metres and delivers less damage (-1 to damage), but is substantially easier to conceal (-1 penalty to spot the hidden weapon, cumulative with other bonuses or penalties of the weapon). SCOPE Modifi cation Type: Accessory A telescopic sight mounted atop the weapon gives the shooter an extra +1 bonus to his or her attack check when taking an entire turn to aim at a target (page 199). This bonus only applies to targets further away than Melee Range (over 5 metres). Scopes are available for all guns. SILENCER Modifi cation Type: Accessory A silencer, or more technically, a sound-suppressor, is a tube that attaches to the weapon’s barrel and reduces the noise the weapon makes while fi ring. A silenced weapon cannot be heard at a range of greater than 5 metres unless a nearby character makes a successful Body Stat check. The GM should modify this distance/check for conditions such as ambient noise, range, and Heightened Senses. Pistols (other than most revolvers), machine pistols, submachine guns, and rifl es may be fi tted with silencers. A silenced weapon cannot be concealed or holstered until the silencer is removed, which requires one round. SPEED LOADER Modifi cation Type: Accessory A speed loader is a device that holds a number of revolver cartridges and permits them to be rapidly inserted into a cylinder. If a character has this minor Gadget, he or she can ignore the Limited Shots Disability of any revolver. TRIGGER LOCK Modifi cation Type: Mundane Feature An integral lock that prevents the gun from being used without the right key or combination. It takes an extra round to unlock the gun before it can be ready to fi re. In some areas, the law may require trigger locks on some or all fi rearms. TYPES OF AMMUNITION It is assumed that characters have access to ammunition of whatever type they need for their standard weapons. Standard ammunition for auto-loading pistols, revolvers, rifl es, and machine guns is a lead bullet; this type of bullet is called “ball” in military parlance. Standard ammunition for shotguns is shot. If characters have more than one type of ammunition, each extra type that is carried counts as a minor Gadget. ARMOUR PIERCING (AP) This is a bullet specifi cally designed to punch through armour, using a steel or tungsten core rather than jacketed lead. Some brands of armour-piercing ammunition are Teflon-coated, but contrary to myth, the coating on


PAGE 227 E q u pi p ni g Th e C h a r a c t e r AP bullets has nothing to do with the armour-piercing qualities — it simply helps protect the rifl ing inside the gun from the tougher material from which the bullet is made. Weapons using AP bullets are assigned the Penetrating (Armour) Ability (page 147). AP bullets are somewhat less lethal against flesh, and thus the actual damage is always halved (round up) after the effects of Armour are considered. These bullets are available for auto-loading pistols, machine guns, shotguns, revolvers, and rifl es. AP pistol or revolver ammunition (“cop killer bullets”) is usually illegal. BIRD SHOT The statistics given for shotguns assume they are using buckshot, which is the usual combat load. If using birdshot (with a greater number of smaller pellets) damage is reduced by 5 (minimum 1 damage) but the attacker gains a +1 bonus to his or her attack check. Bird shot is only available for shotguns. BLANKS A blank is a cartridge without the bullet that also has a reduced powder load. A blank normally does not deliver any damage when fi red, but if the gun’s muzzle is directly in contact with someone, the hot gasses expelled can still be dangerous or fatal. When a character is using a blankfi ring gun in combat, the gun is treated as if it is fi ring a rubber bullet, but range is limited to Melee Range. Blanks are available for auto-loading pistols, machine guns, revolvers, rifl es, and shotguns. HOLLOW POINT (HP) This is a bullet designed to expand after entering a target, therefore doing greater damage. Hollow Point bullets are known by various trade names, and include bullets described as “expanding,” “dumdum,” or prefragmented rounds such as “safety slugs.” HP ammo is standard issue in many police departments, since the rounds are better man-stoppers and are less likely to pierce walls and injure bystanders on the other side. The Hague Convention prohibits HP bullets for military use in international confl icts. Hollow Point bullets have less Armour-penetrating power: Armour protection is doubled against the bullets. These disadvantages are cumulative with any Low Penetration modifiers. If even 1 damage succeeds in penetrating Armour, however, or if the target was unarmoured, 5 bonus damage is added to the damage that a living target suffers (the bullets “mushroom” inside living tissue). No extra damage is infl icted on machines or structures by HP bullets. HP bullets are available for autoloading pistols, machine guns, revolvers, and rifl es. RUBBER These are bullets encased in rubber or plastic, which are designed to be “less lethal.” A weapon using rubber bullets automatically suffers from the Low Penetration Disability (page 149) and delivers 5 less damage (minimum 1 damage). Rubber bullets are available for auto-loading pistols, machine guns, revolvers and rifles, and for shotguns fi ring slug ammunition.


PAGE 228 E q uip pin g Th e C h a r a c t e r SHOTGUN SLUGS A shotgun can fi re big bullets instead of shot. Police will often use slugs to stop cars or blow open barricades. When using slugs, a shotgun loses both the Spreading Ability (page 147) and the Low Penetrating Disability (page 149). Slugs are available for shotguns only. INCENDIARY SHELLS Special shells are also available for shotguns; these shells contain phosphorous chemicals that convert the shotgun into an improvised fl amethrower. Damage is reduced by 5 (minimum 1), but if any damage penetrates Armour, the target receives fi re damage, and suffers one quarter (round up) the basic damage per round for the next fi ve rounds. This damage is also very painful, imposing a -2 penalty on all checks. The ammunition tends to foul the gun after use, however. Any further shots fi red before the gun can be carefully cleaned suffer a -2 attack check penalty, and the gun will jam on any roll of 1 or 2 (requiring cleaning before the gun can be reused). These shells are available for shotguns only. GRENADES AND EXPLOSIVES The user throws these hand-held explosive weapons at a target. Their use uses the Thrown Weapons (Grenade) Skill. All of these explosives count as minor Gadgets except a satchel charge, which is treated as a major Gadget. CONCUSSION GRENADE This grenade is fi lled with high explosives. 30 damage is delivered to everyone in a six-metre radius who fails a defence check. Even if characters make the defence check, they still may suffer some blast damage (see Area Effect, page 143) unless there is suffi cient cover (GM’s option). TEAR GAS GRENADE This grenade bursts to fill a room-sized area (threemetre radius) with (usually) non-lethal irritant gas. Damage is the same as concussion grenade (30 damage), but is “stun only” — it wears off after a few minutes, and it does not affect non-living things or anyone wearing a gas mask. Anyone exposed to the gas also suffers a -2 penalty on all checks due to irritation if they fail a Body Stat check. This penalty lasts for a number of rounds equal to the amount by which the check was failed. Tear gas grenades also release a lot of smoke and may occasionally (GM’s option) start fi res if they explode next to paper or other fl ammable substances. FLASH-BANG GRENADE These special grenades produce a brilliant fi recracker effect, stunning people with sound and light. This weapon is a favourite of hostage-rescue teams. No physical damage will be suffered, but the victims must make a Body Stat check or be blinded and deafened for a number of combat rounds equal to the difference between the Check Value and the roll. The character suffers a -1 Check Value penalty if he or she is right next to the grenade when it explodes. Characters wearing anti-fl are goggles (such as a welding mask) and ear protectors will receive a +6 bonus to their check to avoid the grenade’s effects. SMOKE GRENADE This grenade fills a room-sized area (three-metre radius) with non-toxic chemical smoke for 3 to 8 rounds (depending on wind). Anyone without night vision goggles or a night vision scope will suffer a -4 attack check penalty when attacking a target obscured by smoke. DYNAMITE STICK This explosive functions like a concussion grenade, except the blast covers only a three-metre radius, and it delivers 20 damage. SATCHEL CHARGE This is a knapsack full of plastic explosive or multiple dynamite sticks. The explosion is treated as a concussion grenade, but the blast covers an eight-metre radius and the maximum damage is 40. Unlike a grenade, a satchel charge is too heavy to throw far, so its range is limited to melee range for average humans — the attacker will be caught in the charge’s blast unless it has a timer. TIMED OR REMOTE DETONATOR This device is used to explode a satchel charge (or other bomb) from a distance, either at a specifi c time or in response to an electrical or radio signal. Attaching the detonator to the explosive and properly setting it requires a Demolitions Skill check, with failure indicating a late or premature blast. Vehicles Along with their specialised weaponry, many modern era characters use rigged and modifi ed vehicles. Additionally, many international organisations use high-tech vehicles in their quests to keep their interests safe. This section describes the standard vehicles likely to appear in a modern-day game. Some vehicles are suitable for use as personal vehicles by characters, while a desperate individual may commandeer others (such as a city bus) when no better transportation is available. This section concentrates on general types that are in common use, rather than providing individual statistics for specifi c models. All costs are approximate current day US dollar (USD) values, which can vary greatly. Each vehicle counts as a major Gadget, with the exception of the motor scooter and ultra-light (minor Gadget). These basic templates can be modified using the Customising Vehicles guidelines (pages 234). Using the customisation options, the vehicle can be further modifi ed to match the character’s personal vision (adding options such as supercharged engines or armoured glass


PAGE 229 E q u pi p ni g Th e C h a r a c t e r windows) with each option normally considered to be a minor Gadget. Speed is the top speed in kilometres per hour. Pickup trucks, sport/utility vehicles, and dirt bikes move at half speed off-road. Other non-military ground vehicles are road-bound and can move a maximum of one-quarter speed off road. MB is the Manoeuvre Bonus. +1 means a +1 bonus to Initiative rolls (only), while a -1 or -2 means that penalty is applied to both Initiative rolls and to Driving Skill checks. Size is the Awkward Size Defect possessed by the vehicle, and thus a relative measure of the vehicle’s mass and volume. “0” means the vehicle is about the size of a motorcycle; you could drive it through a house’s door, or stow it in the back of a van (a few hundred kg). “1” means it is about the size of a car or pickup truck, and you can park it in a normal garage (masses a tonne or so). “2” means it is the size of a large truck (uses multiple parking spaces, often masses 5-10 tonnes when loaded). “3” means it is even larger, such as a big tractor-trailer combination that might haul 20+ tonnes. “4” is exceptionally large (30 metres plus and a few hundred tonnes), 5 is huge, the size of a small ship (a few thousand tonnes). 6 is enormous, the size of a large ship (several thousand tonnes). People is how many people the vehicle is designed to seat, including the driver or pilot. Cargo is how many tonnes or kilograms of cargo the vehicle can typically carry without suffering movement penalties. An ** indicates that the cargo area can be converted into passenger space at a ratio of 5 people per tonne. Armour is the number of damage points that the Armour stops. An * indicates that the Armour only protects the vehicle, not the driver or passengers. *** A heavy tank gets only 30 armour against most superpowered attacks, since they can easily target the top, sides, or rear. The true armour of its front body and turret (against tanks and similar frontal attacks) is 80. Health Points indicate how much damage the vehicle can sustain before it ceases to function. The vehicle is not necessarily destroyed when its Health Points are reduced to zero — it has merely sustained enough damage to shut the engine down, hinder the control systems, or in some other way prevent the vehicle from working. For rules on destroying a vehicle, see Breaking Objects, page 252. No range is listed, since all vehicles except the ultra-light can operate for 3-10 hours before requiring refuelling. The ultra-light’s endurance is under one hour. Oversized vehicles (trucks, big rigs, busses) usually burn diesel fuel, while most other vehicles use gasoline. TABLE 5-3: VEHICLES Health Vehicle Speed MB Size People Cargo Armour Points Skill AUTOMOBILES Compact Car 160 - 1 4 100 kg 4 50 Driving (Car) Passenger Car 160 - 1 5 200 kg 5 60 Driving (Car) Pickup Truck 160 - 1 3 1 tonne 6 70 Driving (Car) Race Car 300 +1 1 1 - 5 60 Driving (Car) Sports Car 200 - 1 2 200 kg 4 50 Driving (Car) Sport/Utility 160 - 1 6 200 kg 6 70 Driving (Car) Stretched Limousine 160 -1 1 6 500 kg 5 60 Driving (Car) Van 150 -1 2 2 1 tonne ** 7 80 Driving (Van) MOTORCYCLES Dirt Bike 140 +1 0 2 - 3* 40 Driving (Motorcycle) Scooter 120 +1 0 1 25 kg 2* 30 Driving (Motorcycle) Motorbike 180 +1 0 2 50 kg 3* 40 Driving (Motorcycle) OVERSIZED VEHICLES Big Rig 150 -2 3 2 10 tonnes 10 110 Driving (Big Rig) Bus 120 -2 3 30-50 1 tonne 9 100 Driving (Big Rig) Heavy Truck 150 -1 2 2 5 tonnes 8 90 Driving (Van) HELICOPTERS Combat Helicopter 300 +1 2 2 2 tonnes 10 80 Piloting (Helicopter) Light Helicopter 200 +1 1 3 250 kg 4 50 Piloting (Helicopter) Utility Helicopter 200 - 2 2 2 tonnes ** 7 80 Piloting (Helicopter) Helicar 400 +2 2 2 100 kg 6 60 Piloting (Helicopter)


PAGE 230 E q uip pin g Th e C h a r a c t e r AUTOMOBILE The basic motor vehicle of the 20th century. Automobiles have four wheels and are normally powered by a gasoline internal combustion engine. Standard features on modern vehicles include headlights, seat belts, air bags, and air conditioning. PASSENGER CAR An ordinary compact or mid-sized automobile. Cars are available in coupe (two doors, often with a hatch back and extra cargo space), sedan (four door), or station wagon (extra room in back, but reduced rear visibility for driver) body styles. Year 2004 cost: $12,000+ USD. For an expensive luxury car, add custom options such as Big Engine and Luxury Interior. SUB-COMPACT CAR A small, somewhat cramped passenger car. It seats four, but with a lot less comfort than a comparable mid-sized vehicle. It is easier to park, but not as robust. Year 2004 cost: $10,000+ USD. PICKUP TRUCK OR SPORT/UTILITY VEHICLE A light truck with cab seating (2-3 people), off-road suspension, and four-wheel drive and either an open cargo bed (pickup truck) or extra passenger capacity (sport/ utility vehicle). Year 2004 cost: $20,000+ USD. RACE CAR A dedicated race car (such as a Formula 1 racer or funny car) with an aerodynamic body, a single seat, and very powerful engine. Such a vehicle is not “street legal.” Race cars are “hangar queens” that require periodic maintenance every few hours just to keep their finely tuned engines and transmissions in working order. Year 2004 cost: $100,000+ USD. SPORTS CAR A car with good aerodynamics, a powerful engine, and superior transmission and suspension. Some sports cars carry two people, while others sacrifice already-meagre cargo space to carry an extra person or two in cramped back seats. Year 2004 cost: $50,000+ USD. Health Vehicle Speed MB Size People Cargo Armour Points Skill AIRPLANES Supersonic Combat Jet 2,500 +1 2 2 5 tonnes 16 100 Piloting (Jet Fighter) V/STOL Combat Jet 1,200 +2 2 2 4 tonnes 16 100 Piloting (Jet Fighter) Light Airplane 350 +1 1 4 250 kg 4 50 Piloting (Light Airplane) Heavy Airplane 300 -3 3 4 40 tonnes ** 11 120 Piloting (Heavy Airplane) Ultra-Light 100 +1 0 1 - 2* 30 Piloting (Light Airplane) SHIFTSHIPS Rocket Shiftship 3,000 +1 3 5 4 tonnes 10 120 Piloting (Spacecraft) Fighter Shiftship 3,000 +1 4 3 50 kg 10 100 Piloting (Jet Fighter) Cruiser Shiftship 1,500 -2 6 100 10 tonnes 20 240 Piloting (Spacecraft) Hover Sledge 140 +2 0 1 100 kg** 6* 40 Piloting (Vertol) SPACE SHUTTLE Shuttle Orbiter 28,100 -4 5 7 24 tonnes 10 120 Piloting (Spacecraft) SPEED BOATS Off-shore Racer 180 - 2 6 500 kg 7 80 Boating (Small Boat) Recreational Boat 80 +1 1 3-4 100 kg 4 50 Boating (Small Boat) SUBMARINES Nuclear Attack Submarine 40 -2 6 130 10 tonnes 20 240 Boating (Submarine) Parasite Fighter Submarine 50 - 3 4 200 kg 20 120 Boating (Submarine) Research Submarine 10 -2 3 6 200 kg 20 100 Boating (Submarine) MILITARY GROUND VEHICLES Armoured Personnel Carrier 70 - 2 13 2 tonnes 20 120 Driving (Tank) Heavy Tank 80 -2 3 4 2 tonnes 30*** 200 Driving (Tank) Hover Platform 40 +1 0 2 200 kg** 5* 40 Piloting (Vertol)


PAGE 231 E q u pi p ni g Th e C h a r a c t e r STRETCHED LIMOUSINE An oversized passenger car. It will usually have a number of posh features, such as a luxury interior. Year 2004 cost: $50,000+ USD. VAN A light panel truck or mini-van, with one or two big rear doors and sliding side doors. Use this template with appropriate customisation for ambulances. Year 2004 cost: $15,000+ USD. MOTORCYCLE A two-wheeled bike powered by a gasoline engine. Standard features include headlights and rear-view mirrors. MOTORBIKE A big bike with a reasonably powerful engine. A second person can usually be carried without much difficulty. Year 2004 cost: $3,000+ USD for a standard bike, or $15- 20,000+ USD for a luxury model. SCOOTER A small bike with an anaemic engine. Scooters are suitable for a single rider only. A minor gadget. Year 2004 cost: $2,000+ USD. DIRT BIKE A motorbike designed for off-road operations. Dirt bikes include the Off-Road Suspension option (page 236) at no extra cost. Year 2004 cost: $4,000+ USD. OVERSIZED VEHICLE A big ground vehicle with six or more wheels, usually powered by a diesel engine rather than gasoline engine (diesel fuel is cheaper, and less flammable). Standard features include headlights, seat belts, airbags, and air conditioning. BIG RIG An 18-wheel tractor-trailer combination, with a powerful tractor cab designed to tow a big trailer. With trailer, a big rig may be 20 metres long. Pick one of these options for the cargo area: fl at bed (open cargo), van (enclosed cargo), refrigerated (“reefer”), tanker. If the trailer is unhooked from the “fifth wheel” (this takes at least two rounds outside the vehicle to do this), the rig’s speed can increase by 10-20 kph. Year 2004 cost: $60,000+ USD. BUS A city, school, or excursion bus. In action comics, these usually make their appearance when someone hijacks or plants a bomb on them, or they threaten to careen off a cliff or bridge. A typical bus seats 35-45 people (with plenty of standing and cargo room) and is about 10-15 metres long. Year 2004 cost: $50,000+ USD. HEAVY TRUCK A large truck, bigger than an ordinary van. Pick one of these options for the cargo area: fl at bed (open cargo), van (enclosed cargo), refrigerated (“reefer”), tanker. A heavy truck may also be a cement mixer, dump truck, street cleaner, fi re engine, etc. Year 2004 cost: $30,000+ USD. HELICOPTER A rotary winged vehicle. Modern helicopters are usually powered by a gas turbine engine, and require a pilot’s license to operate. They have a horizontal main rotor that provides lift and (by tilting the helicopter) propulsion, and a small vertical tail rotor to act as a stabiliser. A helicopter is capable of executing vertical takeoffs or landings, and hovering. Standard features include landing lights (treat as headlights), seat belts, and often air conditioning. COMBAT HELICOPTER A devastatingly offensive helicopter (such as the AH1W Super Cobra), typically used in battle against combat forces and either very powerful or very large monster threats. A combat helicopter counts as three major Gadgets excluding its weaponry. Its weapons will count as an extra 4 major Gadgets for its primary weapon (usually a 20mm Gatling or 30mm Autocannon) and an extra Major Gadget for each alternate weapon (usually a launcher for anti-tank missiles or rockets slung under its stub wing). Year 2004 cost: $10,000,000+ USD. LIGHT HELICOPTER A small helicopter that can carry a couple of people. This is a typical news or police helicopter. Year 2004 cost: $100,000+ USD. UTILITY HELICOPTER A larger helicopter that is often a civilian version of a military troop-carrying model. These choppers are designed to carry a dozen people or a decent cargo load. Helicopters of this sort are often used as air ambulances. Year 2004 cost: $1,000,000+ USD. HELICAR A high-speed, “advanced technology” winged helicopter built by the British Space Group in the 1950s as a PR gimmick to explain away sightings of Sliding Albion shiftships. AIRPLANE An airplane relies on wings for lift and a propeller or jet engine for propulsion. It requires a smooth, fl at runway for takeoffs and landings. While airborne it must maintain a minimum speed (usually about 1/10 its maximum speed) to avoid stalling. Standard features include landing lights (treat as headlights), seatbelts, emergency parachutes, and often air conditioning.


PAGE 232 E q uip pin g Th e C h a r a c t e r SUPERSONIC COMBAT JET Combat Jets are often the first military forces to respond when Earth is threatened. These statistics are for standard two-seater heavy supersonic fi ghters. US Navy F-14 Tomcats and USAF and Marine F-4 Phantoms were used against Sliding Albion’s invasion force, while USAF F-15 Eagles also appeared to help fi ght off 70th Century Kansas City. With a full load of weapons it counts as 10 major Gadgets. Unarmed (such as a recon plane) it counts as four. Typical weaponry is a 20mm Gatling Cannon, four short-range Sidewinders and either four long-range AMRAAM missiles or four 500-pound smart bombs Year 2004 cost: $25,000,000+ USD (the most expensive Stealth bomber, the B-2 exceeds $1 Billion USD). V/STOL COMBAT JET This is a subsonic combat jet such as the Harrier or Yak-38 Forger, designed for vertical/short takeoff and landing. This allows the fi ghter to land or take off from a very small area, such as a helicopter pad on a ship or a tennis court. Harriers were used in the counter-attack against 70th Century Kansas City. A typical mission warload might be a four short-range Sidewinder missiles (or Russian equivalents) and four smart bombs. With a full load of weapons including a Gatling Cannon or 30mm Autocannon, it counts as nine major Gadgets. Year 2004 cost: $25,000,000+ USD. LIGHT AIRPLANE A single-engine propeller-driven passenger airplane, capable of operating out of grass strips or landing on a smooth stretch of highway if necessary. Light aircraft are a favourite of drug runners. Use Pilot (Light Plane) Skill. Year 2004 cost: $100,000+ USD. HEAVY AIRPLANE A large plane, often with two or four engines, which is used primarily to transport large numbers of people or cargo. Heavy airplanes often require longer runways in order to take off or land. A heavy airplane counts as two major Gadgets. Year 2004 cost: $10,000,000+ USD. ULTRA-LIGHT A small one-man powered hang-glider that is used mainly for recreation. Counts as a minor Gadget. Year 2004 cost: $10,000+ USD. SPACE SHUTTLE The space shuttle consists of a reusable orbiter vehicle, large main fuel tank, and two booster rocket engines. The boosters and fuel tank are dropped as the shuttle blasts into orbit. The orbiter returns to Earth as an unpowered glider. SPACE SHUTTLE ORBITER In 2004, NASA has two functional shuttles — Atlantis and Discovery — that can be used to transport large payloads and crews into low orbit. The newest shuttle, Endeavour (built in 1991) is lost when the alien god’s heralds attack. A space shuttle counts as five major Gadgets. Year 1991 Cost: $2.1 billion USD. SPEED BOATS Boat designs come in a variety of shapes, depending on their desired function. Speed boats have sleek hull designs and powerful engines in order to travel at high speeds. Standard features include a VHF radio (treat as a CB radio), convertible tops, running lights, and lifejackets. RECREATIONAL SPEED BOAT A medium-sized powerboat, usually with an outboard engine. These boats are often used for water-skiing. Year 2004 cost: $10,000+ USD. OFFSHORE RACER These large race boats, usually measuring between 10 and 18 metres in length, are used in offshore racing. Smugglers often utilise these sleek, fast boats to transport illegal goods. Year 2004 cost: $80,000+ USD. SUBMARINES These are used for underwater travel, combat, and exploration. They range from cruiser-sized nuclear submarines used by the major navies of the world to small, deep-diving research and salvage vessels. NUCLEAR ATTACK SUBMARINE This is a large nuclear-powered attack submarine. It is over 100 metres long, can cruise for months at a time underwater (limited only by the stored food supply aboard), and is armed with four torpedo tubes and a mix of two dozen anti-ship torpedoes, anti-ship missiles, and land-attack cruise missiles, all of which can be launched while underwater. Some late-model nuclear submarines also have vertical launch tubes for additional missiles. It can dive to a depth of 300 metres, and has active and passive sonar with an underwater range of 20-50 km; its periscope also includes infrared and telescopic sensors that can observe targets while it is submerged. A nuclear submarine counts as 20 major gadgets. Year 2004 cost: $1 billion+ USD. PARASITE FIGHTER SUBMARINE This is a fast, sleek submarine of the sort used by the Tapeworm City dwellers within the bloodstream of the alien god. It could also represent an advanced terrestrial “fighter sub.” Usual weapon is blaster (perhaps a laser beam), although terrestrial designs might carry torpedoes instead. Costs 3 major Gadgets, plus weapons. RESEARCH SUBMARINE A small salvage or research sub. It is slow but highly manoeuvrable, may be capable of diving several hundred metres, and often has a pair of manipulator arms (with Superstrength Level 1). Costs 2 major Gadgets. Year 2004 cost: $3-5 million+ USD.


PAGE 234 E q uip pin g Th e C h a r a c t e rMILITARY GROUND VEHICLES When battling against foreign incursions or giant monsters, the army will come to the rescue with their awesome fi repower. ARMOURED PERSONNEL CARRIER A lightly armoured, full-tracked, air-transportable personnel carrier designed to carry and protect personnel and certain types of cargo. Counts as three major Gadgets, excluding any weapons. Typically adds a weapon mount (page 238) with a machine gun (a major Gadget). Year 2004 cost: $500,000+ USD. HEAVY TANK Heavy tanks (such as the M1 Abrams) are the backbone of military forces. They provide strong mobile fi repower while providing heavy protection for their crews in almost any environment. A heavy tank chassis counts as three major Gadgets; the weapons — a 120mm cannon that can fi re HEAT or Sabot ammunition, a machine gun controlled by the same gunner, and two more machine guns controlled by different gunners (loader and commander) — typically count as an additional six major Gadgets, for a total of nine. Year 2004 cost: $4,000,000+ USD. SHIFTSHIPS These are vessels capable of travelling between dimensions, and fl ying in air or space. They can shift into the Bleed, travel through it (which may take only seconds, or minutes or hours if travelling to unknown coordinates) and then emerge out into a location in the new dimension, often parallel to the point where they entered the Bleed. FIGHTER SHIFTSHIP A single-seat fighter used by Sliding Albion in their raids against Earth; see Sliding Albion Technology, page 247. Counts as eight major Gadgets (with weapons). ROCKET SHIFTSHIP A combination rocket plane and Shiftship, somewhat larger than the fi ghters, but more agile. These were used by Sliding Albion from the 1920s until their fi rst World War. See Sliding Albion Technology, page 247. Counts as eight major Gadgets (with weapons). CRUISER SHIFTSHIP A large aerial cruiser, much larger but far less manoeuvrable than fi ghters or rocket ships. Cruisers can hold a large crew and carry tremendous cargo. See Sliding Albion Technology, page 247. Counts as 12 major Gadgets (including weapons). HOVER SLEDGE These one-man fl yers are used by Sliding Albion Cavalry in battle. They cannot cross the Bleed under their own power, but can travel in the wake of a larger shiftship. They are designed for vertical/short take off and landing, and can presumably hover. A second person can likely be carried with some diffi culty. Each costs one major Gadget. CUSTOMISING VEHICLES Options can be added to different types of vehicles to enhance performance or give them additional capabilities. Unless otherwise noted, each accessory counts as one minor Gadget and can only be taken once. TABLE 5-4: VEHICLE CUSTOMISATIONS Airfoils Armour Artifi cial Intelligence (A.I.) Big Engine Burglar Alarm Citizen’s Band (CB) Radio Consumer Electronics Convertible Top Door Mount Electronic Countermeasures Engine Rebuild Extra Capacity Extra Endurance Furnishings Global Positioning System (GPS) Hidden Cargo Space Improved Brakes Improved Shocks Lights and Siren Luxury Interior Manoeuvrable Manual Transmission Nitrous Oxide Tank Off-Road Suspension Police-Band Radio Pontoons Radar Detector Rocket Engine Rotating License Plate Sidecar Slick Tires Smoke Screen/Oil Slick Special Tires or Puncture-Resistant Stretchers and Medical Equipment Stripped Sun Roof Supercharger Tow Winch Trailer Turbocharger Weapon Mount — Light Weapon Mount — Heavy


PAGE 235 E q u pi p ni g Th e C h a r a c t e r Note that Engine Rebuild, Turbocharger, and Big Engine have approximately the same effect in game terms. A fast vehicle may have all three options assigned, however. Some vehicles possess supertechnology, which grants them abilities beyond those outlined below. These abilities are covered using the Item of Power Attribute (page 124). Creating a vehicle such as this not only requires minor and major Gadgets for the base abilities of the vehicle plus any modifi cations but also requires a Level in Item of Power suffi cient to purchase the Attribute(s) granted by the supertechnology. AIRFOILS An aerodynamic feature (airdams, spoilers, etc.) that improves traction by increasing the downward force on a car. Gives a +1 bonus to any Drive (Car) Skill check at speeds over 100 kph. Airfoils are available for any automobile and some exceptionally fast boats. ARMOUR The vehicle is retro-fi tted with armoured panels, Kevlar inserts, and bulletproof glass on the windows. Each time the armour is assigned, the extra weight reduces top speed by 10 kph but increases the vehicle’s Armour Rating by 5. Armour is available for any vehicle except an ultra-light aircraft, and counts as two minor Gadgets. ARTIFICIAL INTELLIGENCE (A.I.) This can be assigned more than once. For one major Gadget, a vehicle can be given one Stat Value in Mind or Soul to a recommended maximum of 10 for each Stat. The A.I. customisation enables a vehicular computer to achieve a limited form of self-operation and eventually selfawareness. For these purposes, the Mind Stat represents processing power and database/knowledge access while the Soul Stat represents consciousness, self-determination, and free will. If an A.I. assists a character in the completion of a task, one-half the A.I.’s relevant Stat is added as a bonus to his or her Skill check (or Stat check). BIG ENGINE An upgraded engine, such as a big V8 in a passenger car, or a V12 in a sports car. The engine often differentiates an ordinary passenger car from a luxury model, or a basic sports car from a racer. A big engine adds 20 kph to the top speed of any vehicle, or for airplanes and helicopters, +10% to top speed. BURGLAR ALARM If a door, trunk, or window is opened without the proper key, an alarm will sound to alert (and annoy) everyone in the vicinity. Defeating the alarm requires a Mind-Based Electronics (Security) Skill check. Marginal failure means the thief realises he or she cannot disarm it while a worse failure means will trigger the alarm. CITIZEN’S BAND (CB) RADIO With a range of a few miles, truckers favour CBs for exchanging information on road conditions, speed traps, and general gossip. Unlike a personal cell phone, a CB broadcasts to everyone in the area — it is not useful for private communication, but is great for distress calls. A similar option can be taken for taxi dispatcher radios. A CB radio can be installed in any vehicle. CONSUMER ELECTRONICS These electronic gadgets include small TV sets, a vehicular computer, fax machines, etc. A CD or MP3 player in a car can be considered a fairly mundane item. Electronics can be added to any vehicle, provided the size seems reasonable. CONVERTIBLE TOP The vehicle with this option has a removable or retractable plastic, fi breglass, or fabric top. Removing the top gives a better view and nice breeze, but also means that the driver and passengers are now “partially exposed,” and are at the mercy of the weather. Exposed occupants are also completely unprotected from overhead attacks and can be attacked (bypassing vehicle Armour/Health Points) more easily from the side or rear (-4 attack check penalty to ignore the car’s Armour). On the plus side, those occupants can also fi re out of the vehicle without any diffi culty, and jump in or out more easily. This feature is available for automobiles; recreational speed boats and most offshore racers automatically possess this option. DOOR MOUNT This option is a post and bracket for mounting a light or heavy machine gun out a helicopter’s or van’s open side door. ELECTRONIC COUNTERMEASURES This advanced defence system enables the vehicle to avoid detection by radar and other sensors. Any attempt to mechanically detect the vehicle (except through the basic senses such as sight or hearing) incurs a -6 penalty. ENGINE REBUILD A rebuild is major custom upgrade to the engine, rather than just simply increasing its size. In a car, this may involve removing and completely cleaning the existing system (including “hot tanking” the engine block in a chemical bath to remove grime), then adding various modifications (known as “blueprinting”). Other engine “buzz-words” include forged dome pistons, tuneable fuel injection, strengthened rods and bearings, adjustable or hot cam socket, tubular headers, custom intake manifolds, big valves, and a bored-out throttle body. This option adds 20 kph to the top speed of any vehicle, or for airplanes and helicopters, +10% to top speed.


PAGE 236 E q uip pin g Th e C h a r a c t e r EXTRA CAPACITY Some vehicles are customised to contain more cargo or passenger capacity. Each time this option is assigned, the capacity of the vehicle is doubled. Capacity for one passenger is approximately equivalent to a quarter-tonne of cargo space. EXTRA ENDURANCE Most vehicles can operate for 3-10 hours before requiring refuelling (one hour for an ultra-light). Each time this option is assigned, the maximum time between refuelling is doubled. FURNISHINGS Furnishings include a mini-bar, mini-fridge, kitchenette, chemical toilet, bunk bed, etc. For larger furnishings (kitchenette, bunks, etc.) each one added also requires replacing one or two seats, depending on the size. Furnishings can be added to any vehicle with Size 2 or more. GLOBAL POSITIONING SYSTEM (GPS) This option uses satellite systems to provide precise navigational coordinators, which prevents the driver from becoming lost. Naturally, it is still possible to miss a turn or make a mistake through human error. A GPS can be added to any vehicle. HIDDEN CARGO SPACE This space is often used in vehicles that are designed to smuggle goods across borders or past highway patrols. Up to 10% of the vehicle’s cargo capacity can be considered “hidden” under fake panels and bogus fi xtures. Hidden space can be added to any vehicle with cargo capacity. IMPROVED BRAKES This option includes high quality brakes, drag chutes, or spiked tires that allow the vehicle to stop faster than normal. Those breaks provide a +2 bonus to Drive Skill checks on any manoeuvre where sudden, sharp deceleration is important. Improved breaks can be added to any ground-based vehicle. IMPROVED SHOCKS Some vehicles have high quality or adjustable shock absorbers or springs, which provide an extra +1 bonus to Drive Skill checks in any circumstance where the suspension would be important (such as crossing over obstacles). LIGHTS AND SIREN Any vehicle can be fi tted with a noisy siren and fl ashing lights. This option can also provide a powerful spot search light. LUXURY INTERIOR Leather upholstery, lots of chrome, extra head room, or other items on a vehicle are a sure way to impress someone special. Many luxury options are available for most vehicles. MANOEUVRABLE A vehicle with Manoeuvrable has superior handling characteristics that give it a bonus of +1 to Initiative each time it is assigned. This bonus is cumulative with the vehicle’s Manoeuvre Bonus (see Table 5-3: Vehicles). MANUAL TRANSMISSION There are two types of transmissions: manual and automatic. An automatic transmission is assumed to be standard issue for automobiles (but not other vehicles), and means that the gear mechanism changes by itself. In a manual transmission, the driver must shift the gears on his or her own, usually with a stick and the clutch pedal. In the case of automobiles, a manual transmission gives an additional -1 penalty to characters who are trying to do something else while they drive, such as shoot a gun. If, however, a vehicle with an automatic transmission and one with a manual transmission are competing in a race, the GM should give any driver who has both the Drive Skill and a manual transmission an extra +1 bonus to refl ect the greater speed control the manual transmission provides. This is a mundane option for automobiles. NITROUS OXIDE TANK This option adds a nitrous oxide tank and push-button injection system. Nitrous oxide (“laughing gas”) can be injected into the engine, which releases more free oxygen and improves cylinder pressures and engine temperature. This action allows extra fuel to be burned in a more controlled fashion, resulting in a quick power boost for a short sprint. A single injection adds 30 kph to speed and +2 to Initiative on any round it is used. A tank can be used for up to fi ve rounds before depleting the nitrous oxide bottle. This performance enhancer is available for any vehicle except helicopters, combat jets, heavy aircraft, or tracked military ground vehicles. OFF-ROAD SUSPENSION A raised suspension and special tires allow the vehicle to drive cross-country at two-thirds of the on-road top speed. The extra suspension weight also means -5 kph to road speed. For airplanes, this option corresponds to RoughField Landing Gear that lets the aircraft land without a proper runway. Off-road suspension is available for any ground vehicle or light aircraft. POLICE-BAND RADIO This radio allows the driver to listen to, and communicate on, police and emergency frequencies. If the cops find one of these in a vehicle, they may be a little suspicious, however. This radio is available for any vehicle. PONTOONS Pontoons allow an aircraft to land in, or take off from, water. The extra air drag reduces the aircraft’s top speed by 5 kph. Pontoons are available for any helicopter or light airplane.


PAGE 237 E q u pi p ni g Th e C h a r a c t e r RADAR DETECTOR AND RADAR WARNING RECEIVER A detector can warn the driver if a police radar trap is within a few miles. Recent models also detect police laser scanners. A military Radar Warning Receiver (RWR), capable of detecting military tracking and missile radars (or lasers) counts as two minor Gadgets. ROCKET ENGINE The vehicle is outfitted with a rocket engine (either replacing propellers for an airplane or as a booster rocket for ground vehicles). The engine drastically increases the speed of the vehicle by an additional 100 kph but the expensive modification counts as a major Gadget. Additionally, for ground based vehicles, the driver incurs a -2 penalty on all Drive Skill checks while the rocket booster is activated. Not available for tracked vehicles such as the APC or heavy tank. ROTATING LICENSE PLATE With a flick of a switch, the license plate can flip to reveal an alternative identity for a vehicle. This illegal modifi cation is available for any automobile or oversized ground vehicle. SIDECAR Sidecars are attached to motorcycles, allowing an extra person to ride. This option reduces the top speed by 10 kph. A motorbike sidecar requires three rounds to attach or detach. SLICK TIRES A vehicle may be outfitted with flat racing tires (no grooves) for better traction. Slicks give a +1 bonus to any Drive checks on smooth, dry tracks, but unfortunately have a poor grip on wet roads: an additional -2 penalty is assigned to any penalties suffered by a vehicle for the weather conditions. Slicks are available for any wheeled ground vehicle. SMOKE SCREEN/OIL SLICK This option releases smoke behind the vehicle, obscuring view in a cloud about 10 metres in diameter. The screen will last for 1-6 rounds depending on the wind. Alternatively, it could act as an oil slick, which creates a slippery area that hampers the control of any vehicle driving through it. A driver may avoid the oil slick if he or she spots it in time. At GM’s option, a character caught in a smoke screen/oil slick might be required to make a successful Driving Skill check to avoid an accident. A fully charged smoke screen/oil slick is good for three rounds of use, and is available for any automobile or oversized ground vehicle. SPECIAL TIRES OR PUNCTURE-RESISTANT Tires may be designed with various special abilities. These include solid puncture-resistant tires that run while fl at (halve penalties for losing a tire) or special snow tires (reduce or negate any penalties that the GM may assign for manoeuvring on snow or ice). Any wheeled ground vehicle can be equipped with special tires. STRETCHERS AND MEDICAL EQUIPMENT This option differentiates ambulances from regular vehicles. Each stretcher replaces two seats for passenger capacity purposes. Medical equipment can be added to any van or utility helicopter. STRIPPED These vehicles are carefully stripped down to improve their power to weight ratio. In a car, this might mean removing glass from side windows (replacing them with nets), taking out the headlights, stripping out the doors (the driver will now climb through the window), modifying the seats, and otherwise removing items that are required for regular driving but unnecessary or unsafe for a high-speed race. Stripping a vehicle will add 20 kph to top speed if the vehicle is still “street legal” or 30 kph if enough stuff is removed so that the vehicle no longer meets minimum safety standards. All vehicles, except an ultralight, can be stripped. SUN ROOF A sun roof is an open hatch in the top of the vehicle, which can be added to any car or van. Characters who lean out the opening can be attacked, but receive a benefi t for partial cover (-4 penalty to the attacker’s check). A sun roof is available for any automobile or oversized ground vehicle. SUPERCHARGER A supercharger is designed to increase an engine’s power. The supercharger uses a belt-and-pulley mechanism linked to an engine’s crankshaft. It functions by forcing extra air and fuel into the engine’s combustion chambers. A supercharger adds 20 kph to top speed and the extra acceleration gives a +2 Initiative bonus. Superchargers count as two minor Gadgets, and are available for any speed boat, automobile, motorcycle, or oversized ground vehicle. TACTICAL RADIO This radio allows the vehicle occupants to listen to, and communicate on, military frequencies. It is also secure and frequency agile, defeating normal eavesdropping or jamming. This radio is available for any vehicle.


TOW WINCH A winch allows the vehicle to tow other vehicles of equal or smaller size (similar to pulling a trailer — see Trailer below). A winch is available for any pickup truck or oversized ground vehicle. TRAILER A trailer lets the vehicle tow extra cargo. A typical trailer is designed for a car or van and can hold a half-tonne (for a car-sized trailer) or 1-2 tonnes (for a larger trailer). The vehicle’s top speed will be reduced by 25 kph and it will have a -1 Initiative penalty while towing the trailer. Trailers can be added to any automobile or oversized vehicle. TURBOCHARGER This device uses the engine’s exhaust stream to drive an air compressor, which increases the engine’s power output. This extra power adds 20 kph to top speed, but there is no extra initiative bonus, due to “turbo lag” — the delay it takes for the turbocharger to respond. Turbochargers are available for any speedboat, motorcycle, automobile, or oversized ground vehicle. WEAPON MOUNT — LIGHT A weapon mount is a bracket or pintle for mounting a machine gun or mini-gun on the vehicle’s roof, deck, or the underside of a wing. WEAPON MOUNT — HEAVY This mount is used for mounting heavy weapons such as Sidewinder missiles, Anti-Tank Missiles, Gatling Cannon, or Autocannon. FIGHTING INSIDE A VEHICLE OR BASE Some vehicles, structures or even creatures are big enough that a battle could rage inside them. Fighting inside a large vehicle like the Carrier is just like fi ghting indoors, except that characters might damage the vehicle in the process. Any ranged shot that misses will automatically count as a hit on the vehicle or base, as will any Area or Spreading attack whether it hits or misses. The vehicle or base’s force fi eld does not offer any protection, and any armour (from internal bulkheads, etc.) is at half effect. Characters can deliberately try to wreck crucial parts of the “container.” If inside an important part (like a brain, cockpit or engine room) the GM may rule attacks do damage as if the vehicle, base or creature had no armour and the Weak Point Defect (page 188). GMs may decide that shooting certain controls or other equipment can knock out specifi c Attributes even if the “host” is not destroyed. If trying to blowing a hole in an internal wall or door, assume the average door or wall has approximately 50 Health and 10 Armour. Vital sections may have thicker armour, up to the armour value of the external armour. Body Armour and Protective Devices Most armour only covers some of the body, leaving the face and often other extremities unprotected. An attacker can aim for an unprotected spot in exchange for suffering a penalty on his or her attack check (see Called Shot to Partial Armour, page 199). The Armour values listed in this section represent average-quality construction and materials. Shoddy workmanship, poor construction techniques, or weak materials can penalise the given Armour values by -1 to -4. Exceptional workmanship, advanced construction techniques, or resilient materials can increase the given Armour values by +1 to +4. ANCIENT ARMOUR LIGHT MAIL A light shirt of fi ne metal links that can be hidden under a normal jacket and stops 6 damage. Due to the armour’s weight, the character suffers a -2 penalty on Body-related checks. Minor Gadget. PAGE 238 P l a yin g a S u pe r p o w e r TABLE 5-5: ARMOUR AND PROTECTIVE DEVICES Armour Armour Type Value Penalties ANCIENT ARMOUR Light Mail 6 -2 on Body-related checks Partial Metal Armour 10 -4 on Body-related checks Full Metal Armour 12 to 16 -6 on Body-related checks MODERN ARMOUR Leather Jacket 2 None Soft Body Armour 8 -2 on Body-related checks Tactical 16 -4 on Body-related checks SHIELDS Buckler 8 None Standard Shield 12 Requires one free hand to use Heavy Shield 16 Requires one free hand to use, -4 on Body-related checks Tactical Shield 20 Requires one free hand to use, -2 on Body-related checks


PAGE 239 E q u pi p ni g Th e C h a r a c t e r PARTIAL METAL ARMOUR A mail hauberk or cuirass, open helmet, and arm or leg protection. It stops 10 damage. Due to the armour’s weight, the character suffers a -4 penalty on Body-related checks. Minor Gadget. FULL METAL ARMOUR A complete head-to-foot suit of metal armour, similar to those worn by medieval knights in battle. It stops 12 to 16 damage. Full metal armour is uncomfortable to wear all the time, and characters will not be able to rest and relax while wearing it. Someone who wears the armour for several hours on a hot day may have to make Body Stat checks to avoid passing out from heat stroke. Due to the armour’s bulk, the character makes Body-related checks at a -6 penalty (except those to avoid heat stroke). Major Gadget. MODERN ARMOUR LEATHER JACKET OR RIDING SUIT This mundane item stops 2 damage from melee attacks or concussion damage. SOFT BODY ARMOUR This armour is a light-weight ballistic-fi bre “fl ak jacket” or “bulletproof vest.” The armour works by catching the bullet in fibres and rapidly distributing the impact energy, often turning a potentially lethal penetration into a bruising blow. Armour is usually made of polyaramid plastic fibres (Kevlar or Twaron) or extended-chain polyethylene (Spectra). A typical vest subtracts 8 from the damage inflicted on the character, but can be worn concealed under a jacket or coat. It is cumbersome, however, and penalises the wearer with a -2 penalty on Body-related checks. Spotting the armour requires a Mind Stat check; it will be obvious if anyone does a pat-down search. Minor Gadget. TACTICAL ARMOUR This armour is a heavy armoured outfi t (with a helmet) of the sort worn by SWAT teams and soldiers. It consists of a rigid ballistic jacket, usually made of composite material such as Spectra Shield (Spectra fi bres held in a special Kraton resin), sometimes with ceramic or metal plate inserts. The armour is resistant to nearly all pistol fire and some less powerful rifl e rounds. Tactical armour cannot be concealed — everyone seeing the character will know he or she is wearing body armour. Tactical armour is uncomfortable to wear all the time, and characters will not be able to rest and relax while wearing it. Someone who wears the armour for several hours on a hot day may have to make Body Stat checks to avoid passing out from heat stroke. Tactical armour subtracts 16 from the damage infl icted to the wearer. The armour requires at least three rounds to strap on or take off, and is suffi ciently heavy to penalise the wearer with a -4 penalty on Body-related checks (except those to avoid heat stroke from wearing the armour). Major Gadget. SHIELDS Shields stop a significant amount of damage if they are interposed between an attack and the target with a successful Block Defence (page 205). If the damage exceeds the Armour rating, the remaining damage is delivered to the intended target. This damage can reflect several events: penetration of the weapon through the shield; damage delivered to the target’s arm through a forceful impact; the shield slamming against the head or body of the target; a piece of the shield splintering away into the target; a target’s physical exhaustion after successive shield impacts; etc. The reason why the target receives the excess damage is best determined by the combat situation. BUCKLER This small shield can be strapped to a character’s arm and be used to block attacks. Since it is strapped to the character’s arm, it does not require a free hand to use. Stops 8 damage. Minor Gadget. STANDARD SHIELD This shield is approximately 1 metre in diameter and provides excellent protection for the character. Due to its size, however, the character must have one free hand with which to wield the shield. Stops 12 damage. Minor Gadget. HEAVY SHIELD This shield is approximately one to two yards in height and acts as a virtual wall, protecting the character from damage. Not only does it require a free hand for use, but its large size also makes it difficult for the character to accomplish Body-related checks, imposing a -4 penalty. Stops 16 damage. Minor Gadget. TACTICAL SHIELD This modern version of a Heavy Shield is built from light-weight materials. Due to its advanced construction, it not only provides greater protection but also is easier to wield, imposing only a -2 penalty on Body-related checks. Stops 20 damage. Major Gadget. SPECIAL PROTECTIVE DEVICES GOGGLES AND EAR PROTECTORS This gear provides a +6 Check Value bonus to resist the stunning effects of fl ash-bang grenades, but prevents the character from hearing any normal conversations. They require one round to put on or remove. Minor Gadget. GAS MASK A gas mask protects against tear gas and similar attacks, but imposes a -4 penalty on all Check Values for actions requiring peripheral vision. It requires one round to put on or remove. Minor Gadget.


PAGE 240 E q uip pin g Th e C h a r a c t e r INFRARED GOGGLES These thermal imaging goggles allow the wearer to see in the dark, though he or she is effectively colour blind when activated. This is equivalent to the Heightened Senses (Infravision) Attribute. It takes one round to switch the goggles between normal vision and infrared. Minor Gadget. THERMAL IMAGERS In prosperous countries like the United Kingdom, rescue workers (page 330) may be equipped with specialised equipment such as infrared thermal imaging devices that can detect buried individuals by their heat signatures. Their readings can be blocked if a victim is buried too deeply, or covered by metal or cold water. Minor Gadget. Supertechnology The technology of the Authority and adversaries such as Gamorra and Sliding Albion is signifi cantly advanced compared to the rest of humanity. SECRET BLACK OPS WEAPONRY Special units, like Colonel Pruzhany’s black ops soldiers, are often outfi tted with the latest in high tech weaponry. CHEMICAL LASER RIFLE The reaction of highly energetic and corrosive chemicals such as hydrogen peroxide or molecular fl uorine power these deadly man-portable laser rifl es. They resemble a


PAGE 241 E q u pi p ni g Th e C h a r a c t e r high-tech rifl e connected to a fl amethrower-like backpack (with biohazard symbol), which houses the chemicals. The tank has 5 Armour and 20 Health Points. If destroyed, it bursts and the corrosive chemicals infl ict 30 damage (with the Burning Ability) to the wearer. The weapon counts as two major Gadgets and can be equipped with the same accessories (scopes, for example) as other rifl es. Chemical Laser Rifl es are used by some elite commando teams, such as Colonel Pruzhany’s black ops soldiers (page 334). HOVER PLATFORM These are circular fl ying platforms about 2.5 metres in diameter, powered by four jet engines with computerised controls to remain stable in flight. One and two-seat models exist; a third person can stand up on the platform in lieu of cargo. Single-seaters usually have a weapon mount (page 238) instead of the second seat. They are used by Colonel Pruzhany’s black ops team and other high-tech covert organisations. Each costs one major Gadget. Year 2004 cost: $100,000+ USD. UNITED NATIONS INTELLIGENCE OFFICE The Authority sometimes calls on their contacts in the UN’s Superhuman Security and Intelligence Advisory Office for data. Located in the UN building in New York, it is equipped with a pair of computer banks, each with three networked computers and monitors. It is tied into global communications and media channels for monitoring incidents world wide. The Authority’s Technology The Engineer’s nanotechnology and their possession of the Carrier, the ultimate vehicle in this or any other reality, provides the Authority with a technological edge. STORMWATCH BLACK TRAINING CAMP This undersea training camp formerly belonged to StormWatch, and was used to train their covert operatives. Due to its classified nature, it may not be registered in anyone’s books, although Jackson King and Christine Trelane are likely aware of its existence. It was used by the Authority as a preliminary base before they acquired the Carrier (page 44). It occupies an undisclosed location on the sea fl oor. Described by Jenny as “rent-free, self-contained and 20,000 leagues away from nosy neighbours,” its only downside is that, as with all such bases, it is cold and one’s clothes end up stinking of fi sh. The facility includes a conference and briefi ng room (with a nice set of portholes giving a view of the ocean) and sophisticated holographic audio-visual systems. It is a Size 4 building with 25 Armour (see Buildings, page 253). THE ENGINEER’S TOYS The Engineer uses her Power Flux (Nanotechnology) to create almost any machine she can imagine. Examples of devices she has built (along with their Point costs as powers) include: DUAL MACHINE GUNS To engage multiple targets the Engineer creates two advanced large-calibre machine guns, one mounted on the end of each arm. These replace her hands and forearms when in use: THE ENGINEER’S GATLING GUN The Engineer’s preferred weapon is a tri-barrel minigun she manifests on either arm: SENSOR WEB The Engineer routinely deploys an invisible web of atom-sized machine sensors around herself. This “security perfume” can sense major changes to the Earth’s environment, such as aliens tinkering with the planet’s ecosystem. DUAL MACHINE GUNS (19 Points) LVL PTS ATTRIBUTES 4 16 Special Attack “Paired Machine Guns” (Damage 20, Auto-Fire, Spreading, Limited Shots: Reload instantly). -2 • Restriction (Guns replace both her hands) 1 8 Extra Attacks -3 • Restriction (Paired machine guns only) THE ENGINEER’S GATLING GUN (23 Points) LVL PTS ATTRIBUTES 6 24 Special Attack “Gatling Gun” (Damage 40, Auto-Fire, Spreading x2, Limited Shots: Reload instantly) -1 • Restriction (Gun replaces one hand) SENSOR WEB (10 Points) LVL PTS ATTRIBUTES 1 10 Sixth Sense (Global environmental changes; Area 9)


PAGE 242 E q uip pin g Th e C h a r a c t e r ENGINEER’S SHIFT DOOR The Engineer built a shift door to open a portal between Earth and Sliding Albion, which allowed Jenny Sparks and Hemingway to rescue the kidnapped Albert Einstein. The device required bulky machinery that fi lled an auditoriumsized room, and created a two-way portal about 10 metres across in mid air. It is assumed that this particular portal can only be maintained for about 12 hours maximum before the device burns out. WEB OF SUBATOMIC KNIVES The Engineer can spin out a nearly invisible web of knives small enough to slip between atoms. The web forms a protective sphere around her. This is especially lethal to any poorly armoured foe who blunders into it. RADIOTELEPATHY IMPLANT These gadgets — which she implants in her teammates’ heads — allow instant, silent communication between teammates. Range is unspecifi ed, but is probably about 1 km. Authority members using these implants can stay in touch at much greater distances, however, if a Carrier door — even a tiny nanodoor (see Junction Room, page 245) — has been opened within their range. This also allows them to call for a new Junction door to be opened next to them. Each radiotelepathy counts as a minor Gadget; two Levels provide enough to equip the entire team. Note: as these are so cheap and easy for the Engineer to manufacture, she did not pay any Points for them. EXTRA LUNGS The Engineer grows new artifi cial lungs inside her body to adapt to surviving within the primeval atmosphere created by the African spore (page 250). RE-TERRAFORMING MACHINES This swarm of nanomachines is created to repair environmental damage inflicted on the Earth by the alien god’s servants. “Re-terraforming” involves repairing the ravages of alien machines and restoring Earth’s environment. This can be considered a “bandage” — if the duration is sustained for long enough, though, the environment will be restored and continue to function normally even after the machines expire. ENGINEER’S SHIFT DOOR (6 Points) LVL PTS ATTRIBUTES 3 9 Item of Power (Shift Door) -3 • Restriction (Static; Cannot move) —————————————— 1 19 Dynamic Powers (Portals, minor; Area 3, Duration 6) -3 • Restriction (Single destination) -1 • Detectable (Radiation Signature) WEB OF SUBATOMIC KNIVES (32 Points) LVL PTS ATTRIBUTES 8 32 Special Attack “Web of Subatomic Knives” (Damage 60, Area Effect x2, Aura, Penetrating: Armour, Undetectable, Melee, Static) RADIOTELEPATHY IMPLANT (2 Points) LVL PTS ATTRIBUTES 2 2 Gadgets (Radiotelepathy implants) EXTRA LUNGS (1 Point) LVL PTS ATTRIBUTES 1 1 Adaptation (Noxious Gases) RE-TERRAFORMING MACHINES (10 Points) LVL PTS ATTRIBUTES 1 20 E n v i r o n m e n t a l I n f l u e n c e (Re-Terraforming; Area 6, Duration 10, Range 3)


PAGE 243 E q u pi p ni g Th e C h a r a c t e r SPACE FLIGHT SYSTEM The Engineer designs this combination space suit and huge twin-engine rocket pack capable of supporting her life in space in order to blast off from Earth to the Moon. This is actually a combination of powers: a rocket pack that can reach escape velocity, and an environmental suit. THE CARRIER The Carrier is the Authority’s mobile base, a huge shiftship — a dimension-sailing vessel — 50 miles long, 35 miles high, powered by a caged baby universe. She vaguely resembles a dog’s snout, or from some angles, a weird deep sea fi sh. She is silvery-grey with numerous glowing patches. The Carrier’s origins are mysterious, even to her own self. Her “black box” memory bank was almost completely erased. It is known that she was a trading ship abandoned in the Bleed, where she was discovered by the Doctor and the Engineer. Alive and sentient, if rather uncommunicative, the Carrier bonded with them, and welcomed them to use her as needed. For the most part, the Carrier fl ies herself, but when the Authority needs to make a request, the ship primarily responds to voice commands. The Carrier sails the higher dimensions. In essence, she can shift from one dimension to another, and does so routinely. At the same time, the Carrier is also in orbit around Earth. She exists outside space and time, but is also locked to the locale of Earth, because of a “reality anchor” that was dropped there. (For a description of some of the alternate dimensions through which the Carrier sails, see page 78.) It can take the Carrier anywhere from moments to hours to days to move between dimensions. The Carrier can shift from the Bleed to “real space” — that is, into Earth’s own dimension, allowing her to move through space or even enter atmosphere. She can fl y (probably using an antigravity effect) or move through liquid (such as a an alien god’s bloodstream), although the latter puts considerable strain on her superstructure, which limits “underwater” speed. If necessary, she can be used as a mountain-sized battering ram capable of levelling an entire city. REALITY ANCHOR The Carrier can be deliberately tethered to a single world. This means that even though the Carrier is shifting between alternate universes, she is still linked to a particular point in space. At present, the reality anchor is tethered to Earth’s three-dimensional location and chronal procession — that is, time on the Carrier moves at the same speed as on Earth. The Carrier can shift — transition — to different parallel Earths, such as Sliding Albion, and higher dimensions, like the Mind Barrier Reef, without lifting anchor. The Carrier does not usually wish to leave Earthspace, but the Authority can take control if they want ... at least, to an extent. The Engineer has been known to connect herself with the Carrier’s controls to help the ship stay on track to the right alternate Earth. If the Carrier “weighed anchor” from Earth (or its equivalent spatial location in another dimension), she could leave Earthspace and shift to more peculiar extraterrestrial dimensions, or even different times. Her Junction doors would no longer be able to open onto the planet until she returned, however. Persuading the Carrier to do this is quite daunting, though. Note: Attempting to use the Carrier for time travel would probably lead to an alternate past or future Earth rather than allow the changing of existing reality. PILOTING The Authority believes the Carrier is still waiting for whoever abandoned her to return, and thus needs to be coaxed to move away from Earth orbit. Persuading the Carrier to leave Earth’s vicinity requires some effort by the two team members to whom she feels closest, the Doctor and Engineer. The first time this is done, the Doctor enters into a telepathic rapport with the Carrier to persuade the ship to let the Engineer physically merge with her and convince her to leave orbit and move through space. Under the Engineer’s direction, the Carrier then extrudes a set of customised instruments and navigation systems that are mentally tuned to a specifi c pilot (in this case, Swift). These instruments allow Swift to precisely control the Carrier as a vehicle — that is, she is able to use her own Stats and Skills for piloting and navigation. SENSOR ARRAY The Carrier has sophisticated sensors capable of navigating through normal space and other dimensions. These sensors can create real-time 3D maps of the interiors (and presumably exteriors) of planet-sized objects. They can also be set to watch for and pinpoint unusual types of radiation at a range of several thousand kilometres, such as residual traces from teleportation effects (such as when they detected teleportation signals emanating from Gamorra). The sensors can also trace the origins of shift doors that open nearby, such as those used by Sliding Albion. Tracing the “corridor” left by a closed door is much harder than opening a door on a location with known coordinates, and can take several minutes or even longer. SPACE FLIGHT SYSTEM (38 Points) LVL PTS ATTRIBUTES 4 4 Adaptation (Intense Cold, Intense Heat, Radiation, Vacuum) 8 32 Flight 2 2 Special Defence (Air x2)


PAGE 244 E q uip pin g Th e C h a r a c t e r COMMUNICATIONS The Carrier has the ability to send priority radio and television signal transmissions that break across all commercial and private frequencies in all languages. The Authority uses this technique to update the world on their activities (and counter hostile propaganda with the truth). The Carrier can also be used to communicate with nonhuman intelligences, by transmitting signals preceded by a mathematical key that advanced civilisations can quickly decode. The Carrier can also transmit radio signals through nanodoors (see Junction Room, page 245), allowing her occupants to communicate across the dimensions while still in range. SELF-HEALING The Carrier is able to slowly heal any internal damage she suffers. This process can be accelerated with the help of the Engineer and the Doctor. LIFE SUPPORT AND MOTILITY The Carrier maintains an Earth-normal environment inside and has artifi cial gravity. On occasions when the Carrier’s propulsion systems were given full power, the artifi cial gravity has briefl y fl ickered. The Carrier is the size of a small island, so it can take quite a while to traverse its length and breadth, and one could easily become lost within her enormous interior.


PAGE 245 E q u pi p ni g Th e C h a r a c t e r Corridors of varying size and shape, but most often three to six metres wide and high, form a labyrinthine maze throughout the Carrier. Inexplicable machinery is spaced along the walls. Corridors are lit by glowing panels or rings. Escalators exist for travel between different levels. MISSION CONTROL Mission Control is a large, silvery, ovoid room, several metres long and wide. Smooth, rounded consoles and machines with glowing panels emerge from the fl oor and walls. A giant holographic projector displays a 3D globe of the Earth. Red padded couches are available for the station’s occupants. Mission Control displays data from the sensor array on the holographic globe. If Mission Control is damaged (as it was when Sliding Albion cavalry boarded the Carrier) the ability of the Carrier to respond to requests or remain on course after weighing anchor is seriously compromised. MAP ROOM The Map Room is a spherical room about 15 metres in diameter. The room is covered with programmable voice-controlled curved-panel displays that show digital maps of Earth, television broadcasts, and other data. A holographic projector in the centre of the room can also be used to project images in mid-air. The Map Room can also be used to display sensor data. JUNCTION ROOM The Junction Room is a circular chamber about eight metres in diameter. The sides of the room each have multiple shift doors. Each shift door is a teleport portal that can reach across at least one dimension. To use it, someone must request a destination and walk through. This allows the Carrier to transport the user to the world her reality anchor is tethered to — currently Earth. When anchored, the doors can open on any point on the planet. Shift doors can be created in various sizes. A “nanodoor” — microscopic and thus effectively invisible, but transparent to radio signals — is normally kept open to allow Authority team members to stay in touch with the Carrier. Shift doors are very useful, but they do have certain limitations. First, exact spatial locations must be known. A user cannot say “take me to Apollo” — he or she would have to know where Apollo is. Secondly, since the Authority does not use doors for tactical movement (that is, they are not constantly teleporting back to the Carrier, then out again, in the middle of a battle) it seems to takes the Carrier several seconds to lock onto a person, open a door through which they can teleport to the Carrier, then teleport them back somewhere else. In time the Authority may learn to make better use of the Junction Room’s full potential. Additionally, artificial teleportation — whether from shift doors, Gamorran teleport-technology, or StormWatch transfer bays — leaves a particular kind of residual radiation that lingers for some time afterward. Shift doors operate on a particular frequency, which can be tracked back to the source with the correct instruments (such as those possessed by Sliding Albion and built into the Carrier’s sensor array). LARGE CHAMBERS Also within the Carrier are many huge chambers — cargo bays, meeting halls, engine rooms, and unfathomable spaces — that are hundreds of metres across. Additionally there are observation decks and lookout points to provide spectacular (and perhaps tactical) views of the dimensions as the Carrier passes through them. PRIVATE ROOMS The Carrier contains numerous private rooms useful for conferences, meditation, or as quarters. These have chairs, couches, tables, and other furnishings comfortable for human occupation. As the Authority becomes more comfortable with the Carrier, members add their own personal touches to their apartments. GUN PORTS The Carrier is not a warship, but like the East India trading vessels of old, she is armed in case she meets interference. Her weapons are a battery of energy beam projectors capable of firing multiple simultaneous precision shots from as far away as low Earth orbit (about 100 km). ENGINE ROOM An enormous chamber, perhaps a kilometre or more across. In the centre of three interconnected walkways is a transparent tube containing a reddish glowing sphere about six metres across. This is the caged baby universe: an entirely new, artifi cially-created miniature cosmos. The Carrier draws on the power of a universe-worth of young suns that are contained within it. If the Carrier’s engine room was ever destroyed, there is a risk that the baby universe would expand out and interpose itself over our own, effectively erasing reality. The expansion might be instantaneous, or it might merely be as fast as the speed of light. If destroyed in another dimension, such as the Bleed, the effect could be less — or more — cataclysmic. THE CARRIER IN COMBAT The Carrier’s huge size makes it a formidable weapon. It can be used as a physical battering ram to crush a city, and possesses capable fi repower. Nevertheless, it is not invulnerable. Its weak points are its windows and view ports, which if targeted will bypass most of its armour (as seen by the attack by the alien god’s antibodies). Anyone who can teleport or otherwise enter the Carrier’s interior can also wreak havoc — see Fighting Inside Vehicles (page 238).


PAGE 246 E q uip pin g Th e C h a r a c t e r THE CARRIER The Carrier is worth 400 Character Points as a distinct entity. If created as a Servant, it would be Level 80, costing 80 Points. As an Item of Power, the Carrier would be Level 80, costing 240 Points. Because it is an integral part of the game, the Authority does not have to pay for these Points. The Carrier’s statistics can be found on page 311. Gamorran Technology and Installations The technology developed by Clan Gamorra is far in advance of standard terrestrial technology. GAMORRA TOWER This high tower is in the downtown heart of Gamorra Island, and packed with scientific wonders. Gamorra Tower is the centre of power for Kaizen Gamorra and his army of vat-grown terrorists. The tower’s foundations extend for miles underground. The Tower itself is bulldozed by the Carrier, but enough of the ultra-tech mass teleport and bioreactor complex remains intact to give UN inspectors something to pore over for years to come. The tower is Size 8 with Armour Rating 40. COMMAND CENTRE The upper levels of the tower hold a huge room some hundreds of metres across. It features an oversized video display screen, multiple communication and sensor operator consoles, and display terminals. These are used for command and control of operations and to monitor intelligence data. A raised command station is used by Kaizen to supervise his terror operations. Several smaller command rooms and offi ces also exist for use by Kaizen and his staff. BIOREACTOR COMPLEX A massive two-mile long chamber capable of growing superpowered adult human clones inside thousands of growth tanks, this facility is completely automated and uses robot manipulators. It can grow thousands of clones at once. All Gamorran clone warriors are based on the genetic material of Kaizen’s dead brothers, Sum and Wai, and his mother, spliced in with superhuman genetic traits. INJECTION FIELD CHAMBER AND MASS TELEPORTER Inside Gamorra Tower is a giant circular chamber containing a mass teleport system with global range. It is used to transport and receive teleporting koroshi terrorists, who travel through a teleport bay near the ceiling. The system can teleport hundreds of people to a single location simultaneously, or retrieve them. These must have special “teleport netting” woven into their costumes in order for SHARED ITEM OF POWER If you prefer the players to account for supertechnology like the Carrier, consider using the following rule. Two or more players can pool some or all of their character’s Item of Power Levels to acquire a more powerful device, or a group of devices they own and operate in common. This is usual for a large ship that has a multi-person crew. Note: The Carrier is powered by the entire energy output of a universe-worth of young suns. In game terms, it has an unlimited energy source, although it clearly cannot access all of this power at once. This is represented by the Unique Attribute: Unlimited Energy Source, which is only worth 1 Point. While the baby universe could potentially be uncaged, becoming a weapon of tremendous potential as it scribbles over the existing universe, this would effectively force the game to restart, and thus there is little reason to pay many Points for this effect.


PAGE 247 E q u pi p ni g Th e C h a r a c t e r the system to lock onto them. Medical crash teams (and morgue units) are on standby to heal the injured and remove the dead. TELEPORT NETTING Teleport netting built into the uniforms of the koroshi terrorists allows the teleport projector in Gamorra to lock on and transport them to Earth locations. The teleport netting can be destroyed by attacking the uniform instead of the wearer (it has Armour 5, Health 10). It is a minor Gadget; the mass teleporter (above) is the real source of their ability to teleport. GAMORRAN FORCE FIELD A nearly impermeable solid force field “curtain” that surrounded Gamorra Island, this fi eld is visible as a purple glow when activated. A force fi eld of similar quality (the Storm Door) used to surround StormWatch’s Skywatch Station. The field generator provides Force Field Level 16 (Stops 340; Both Directions; Area 7; Duration 4) with the Detectable Defect (Sight; 1BP) and the Restriction (Only one size for Force Field; 4 BP). Sliding Albion Technology Sliding Albion’s technology is a hybrid of the decadent Blue’s alien science and native terrestrial industry. Albion in 1999 is highly advanced in inter-dimensional and aerospace technology, including anti-gravity, but less mature in the field of electronics and computers (comparable perhaps to a 1940s level). They also have biological weapons and are familiar with nuclear weapons. Their artefacts are best described as “Golden Age sci-fi meets Victorian England.” SHIFT DOORS These are inter-dimensional doorways created by Sliding Albion technology to reach the Bleed across parallel dimensions. They require a great deal of energy (which Albion could not sustain during their world wars) and are presumably generated by large installations similar to the Junction Room in the Carrier. The fi rst shift doors were used to reach Earth in 1920. Later, in 1953, Albion attempted to open a huge shift door to shunt a bacterial cloud targeted for Sliding London onto Earth’s London (what Jenny Sparks termed “the vent”). Today, Sliding Albion has reacquired the technology to open doors. They also have the ability to track doors. They detect the opening of the Carrier’s door and backtrack it to the source, then open a shift door inside the Carrier itself. Opening a door within the Carrier has the side effect of knocking out communications within it — equivalent to Sensory Block (Radio; Area 7; Duration 4). The limits of Albion shift door technology is never fully explored in the comic, but the capabilities are probably very similar to those of the Carrier’s junction doors, albeit on a larger scale. ROCKET SHIFTSHIPS Albion’s fi rst shiftships were quite baroque designs able to carry a small crew. These vessels were used to make contact with Earth in the 1920s, and Jenny Sparks later stole one to escape from Albion. Their engines relied on rocket propulsion, producing a very visible exhaust. They were capable of travelling into the Bleed on their own power, and then exiting again to another dimension. For game values, see page 230. FIGHTER SHIFTSHIPS These are sleek, wingless, finned single-seat fighter aircraft. The presence of air-intakes suggest they use jet engines. They can also cross from Sliding Albion through the Bleed to Earth’s dimension. Their speed and agility is superior to a top-line Earth jet fi ghter, and they mount a blaster rather than guns and missiles. They are highly manoeuvrable, but lightly armoured, and vulnerable to conventional guns, missiles, and superhuman attacks. Shiftships are equipped with radios, and probably have radar as well. For game values, see page 230. CRUISER SHIFTSHIPS These are much larger shiftships used by Sliding Albion. They are aerial battleships the size of a terrestrial guided missile cruiser. The technology is a curious mix of alien and antique British, with sleek advanced hulls, weapons, and propulsion systems, but 19th-century interiors, including engines that run on cylinders (perhaps a steam-based nuclear turbine). Shiftships use a ship’s wheel for steering and periscopes for vision, and have controls with analog dials, gauges, and switches instead of computerised displays. These cruisers have a half dozen bridge crew and probably a large complement of gunners, engine room mechanics, damage control personnel, and marines. They are trained for shore operations, and the ships carry weapons, survival and terrorism packs. INJECTION FIELD CHAMBER AND MASS TELEPORTER (30 Points) LVL PTS ATTRIBUTES 11 33 Item of Power (Mass Teleporter) -3 • Restriction (Static; Cannot move) —————————————— 8 58 Teleport (Area 4, Targets 6, Range 8) -1 • Detectable (Radiation Signature) -4 • Restriction (Subject must have Teleport Netting)


Click to View FlipBook Version